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    Best posts made by Afrikakorps

    • RE: Pearl Harbour Attack

      Update on the game, which was the fastest and most convincing Axis win we had since playing Allies and Allies over last 6 years, Japan took Hawaii in J7 (India in J4).

      I could not resist the experience of doing a Pearl Harbour so decided go for a more conservative slow but steady approach for Japan as I indeed became convinced J3 India + Pearl Harbour can easily be stopped by Allied play. I did take Shan State with 1 infantry to leave the option open, but UK retook it in UK1.

      J1: 2 transports, 1 mic in shantung
      J2: 3 mech, 1 mic in kiangsu (FIC could be take by UK), 1 carrier
      J3: 1 naval base FIC, 2 carriers, 4 fighters
      J4 onwards: tanks/mechs 2 chinese MIC + carriers and air

      I did the all out J1 as I described in my plan of action. UK + ANZAC both very aggressive taking money islands, but I could therefore destroy their fleets in J2 and still take those islands. I send my transports to Caroline Islands J2 together with main fleet, pressuring ANZAC in defensive mode, with USA in pursuit. Then J3 I combined fleet at FIC (taking Malaya) and J4 I took India. All the time I had most of my air destroying China (Siberians in J2) and China was dead in J6.

      Germany and Italy also very succesful. UK made a mistake with not doing Taranto and building factory in Egypt, I took Trans-Jordan I1 and Egypt in I2. It had taked Egypt was 1 tank left, then I send 3 german bombers to help defend it. UK could attack with 1 tactical, 2 fighters and 1 infantry. 2 Bombers hit and secure Egypt for the Axis! German started to reinforce it with 2 inf and air the turns after to hold it against UK attacks.

      G1: 2 subs, 1 bomber
      G2: 8 tanks, 2 mech, bombers
      G3: 10 mech, bombers
      G4 onwards: some infantry, artillery and bombers

      Germany had a very miserable G1, most fleet attacks dying without succes. Also 110 was very painful, losing some air. I sticked to my plan of G3DOW, concentrated my troops and was able to take Moscow in G6 because of Russian defensive mindset in Ukraine + Leningrad, so I could bypass. In G7 I had stalingrad, moscow and egypt and would have take Leningrad in G8.

      Italy had 25 IPC throughout the game. Isolated in Egypt but in firm control.

      I was helped that both my allies played their nations for first time again since a long time, so had to figure out again how they worked. Also their teamwork could have been stronger, especially in pacific. I did make sure UK had no fleet throughout the game so it was difficult for USA to have can opening allies.

      posted in Axis & Allies Global 1940
      A
      Afrikakorps
    • RE: The Bright Skies

      With the increased focus in pushing Japan out of China with Russia, I am considering to change my approach for next battle, and focus fully on Japan in the first 3 turns. Still, I will not build a single ship.

      My plan is to buy 3 rounds of bombers and place them in striking range of SZ6 of Western United States. This gives Japan a VERY BIG problem, as it will be defeated in mainlaind China, and it can not build any ships around Japan, completely destroying his logistics. The only way Japan can respond, is by building more ships so the USA bombers can not overpower the SZ6 fleet, this is a losing strategy, as Japan has to remain defensive all game, while the Southern Allies (UK/ANZAC) can launch their offensive together with Russia and China.

      As the starting post of this idea is quite old (2017), I will soon rewrite the idea behind Bright Skies and post it there. Looking forward to the discussion, such as that excellent new USA logistics post!

      posted in Axis & Allies Global 1940
      A
      Afrikakorps
    • The Bright Skies above Russian Counter-Atttack/Chinese Guerrilla

      For the axis there has been a revolution in playstyle with the JDOW1 with a concentrated German push in Russia. Unfortunately, the concensus of Allied warfare seems to remain based on out-dated strategy, leading to the calls that the game is unbalanced, the allies need a bid, etc. Out-dated concepts are an infantry based Russia, invasion fleets of USA, UK focused on producing fighters for Russia, Siberian forces moving to Russia, and focus on containing Japan on sea instead of land.

      I present to you the Bright Skies/Russian Counter-Attack doctrine reloaded.

      Russian Doctrine: Counter-Attack
      Instead of the defensive infantry mindset, Russia should always be able to counter-attack, or relocate fast to different positions. It has a lot of starting infantry, and with a defense perimeter around Novgorod and Bryansk, both reinforced by artillery stacks, you can start massing mechanized infantry with some tanks. Due to Russian geography, you can become a lot more effective and dangerous with the bulk of your forces mechanized. This also fits more with the historical Russian doctrine, which has developed around the concept of the counter-attack instead of defense.

      Although the mechanized Russia thread and the Allied playbook focus on Gargantua’s approach of buying armor and mechanized infantry, I do not think this is the best approach. You have lots of infantry at the beginning, and will buy lots of mechanized infantry to build a mass of troops. What reinforces infantry best: artillery and air Support. Especially artillery will double the offensive capabilities, therefore I focus on building artillery in the first 2-3 turns, after which I switch to mechanized infantry with some tanks in the mix based on how Germany/Italy are doing.

      The second rule of Russia is to never allow Germany to attack a big stack with combined forces of land and air troops. The Luftwaffe always makes sure Germany has superiority, so divide your forces in the force of an attack (stopping Italian can opener). For example, you have an equal land stack as Germany and he is about to attack Novgorod. Divide your forces in five smaller forces, so when he obliterates your 1/5 group with his complete army + luftwaffe, you can counter-attack with 4/5 of your forces with your aircraft (while he has not luftwaffe).

      Focus on defending the northern route better than your southern rule, to lure the Germans to the south (as this takes more time and is more lucrative for Germany). This gives you also two options: retreat towards Moscow when German push is too strong, or ambush and destroy the Germans and start advancing on Europe/Scandinavia with UK/USA support.

      Chinese Doctrine: Guerrilla Warfare
      Guerrilla Warfare is about attacking where the enemy is weak, and not defending where the enemy is strong. Japan is an interesting enemy as it has even more overwhelming airforce than the Germans. Contrary to Germany, it is much harder for Japan to attack at all sides. It has to choose and commit, or perish due to stagnation. Whatever Japan chooses, the allies should be so aggressive that Japan loses ground in those 1-2 undefended areas.

      One of the more fragile areas for Japan is China. When China remains isolated, it can be easily destroyed within four turns without too much investment. Because it also generates little extra income for Japan, Japan is much more interested in capturing more areas at the same time, such as Spice Islands, Hong Kong/Malaya/Philippines, or Sydney/India. This last fact really helps China, as it just has to achieve 1 thing: survive.

      I found that the greatest support of China is it’s location, it can be easily supported by Siberians from the north, Russian armour and planes from the west, UK troops and planes from the south-west and ANZAC fighters from the south-east. Besides possible support from all sides, I really like the guerrilla rule of China that it can build anywhere, and has great attack possibilities with the Flying Tigers. A single turn of opened burma roads often spells doom for Japan in China, forcing him to abandon pacific victory due to difficult victory cities.

      The philosophy should again to never think defensive, but offensive. Never let the plane or crucial troops be attacked to defend an area, rather make sure you are able to conquer that specific area again in your next turn. The only moment the allies should commit to the defense is if they overwhelmingly can stack Yunnan, to empower China and make it independent enough to go on the offense. I personally always perceive those 18 Siberian Russians to be ‘Chinese’, destined for the survival of China. From that perspective, it means that China starts with 29 infantry + 1 fighter (assuming Yunnan/Hunan was destroyed J1) against 33 initial land troops of Japan in China.

      Why is China so extremely important for the allies? First of all, it defends Russia. This is the biggest advantage, as it enables Russia to focus 100% on Germany, who ideally also has to defend Europe from all sides that UK and USA are attacking. Secondly, it makes life for Japan hell on the mainland, as it needs to commit expensive and slow resources (factories/land troops) it can not invest in transports with troops for the important capital cities. Without the Chinese victory cities, Japan can not win on the Pacific against an focused allied front.

      United States Doctrine: Board Control / Denying Axis Logistics
      The reasoning behind this strategy is that logistics are the main problem of the USA, to get their economic superiority to a place where it can attack the Axis. Western Europe is very easy to defend for the Germans, so is Scandinavia as long as the Baltic Fleet lives. Yes it can be overpowered by the USA, but it takes the USA a lot of IPC to build a strong enough invasion force, time that is used by Axis to advance and win the game. The moment Scandinavia permanently falls to the Allies, might also be the moment the Germans take Moscow. Also by focusing on 1 Axis, it loses threat to the other Axis, that can go rampage. So how to solve these two fundamental problems of the USA: logistics and threat?

      The answer is simple I think: Strategic Bombers. From airbases they can move 7 zones, which is simply amazing, They have the strongest attack value in the game and are relative cheap. Even better, they can bomb industrial complexes therefore hurting the Axis economies, which is crucial for them to maintain momentum. There is one particular target the Strategic Bombers excel against: fleet. While Japan has such a big fleet, it will still take many turns to build enough Bombers to take out its fleet, both Germany and Italy are no great sea-faring nations with only small effective fleets. Germany prefers to build up its luftwaffe instead of its fleet, as its fleet is useless against Russia. Therefore the logical focus of the USA should be to take out Germany’s fleet as soon as possible resulting in SGF (Stop Germany First).

      Even before stopping Germany, the Axis have a much weaker partner, Italy. UK alone is already able to take out this medium Axis player when played aggressive, but the USA can finish them off without any investment. The USA have 3 initial transports and a relative strong fleet based for the Atlantic side. One transport will remain in the Pacific with several blockers to slow down Japan if they decide to attack the USA, but the rest will move to the Atlantic. In the Atlantic they get into the Med, kill any Italians left and then convoy it to death. So actually without any investment, the USA will use its initial forces to SIF (Stop Italy First). This should not be any problem or need much consideration.

      The mission of this strategy is to kill the German Baltic Fleet as soon as possible, and to do this with Strategic Bombers. It can build 4 bombers every turn, more when in war. In USA4 it can attack the Baltic States with 8 bombers, 9 if the USA is at war in his second turn (and the minor complex becomes a major complex). Normally 8 Bombers should be enough to finish the small Baltic Fleet if the Germans have focused on Russia. As soon the Baltic Fleet is destroyed, the Allied have a big strategic advantage where both the UK and Russia will take advantage off.

      A bit more about the destruction of the Baltic Fleet. The Baltic Fleet is crucial for the Germans to keep its Reich intact, but it is also very easy to defend, that is why the UK is normally not in the position to achieve that with traditional aircraft. Germany is also likely to want to keep its Baltic Fleet alive at all costs, and have two tools to achieve that. 1. investing in airbase in Germany, this is the best thing Germany can do and very cost effective taking in account it is likely to have enough fighters to scramble 6 of them in this case. There is nothing the USA can do except for building up its Bombers until it is strong enough. If Germany wants to rescue its Baltic Fleet the only thing it can do is 2. build up its fleet for more hits. This is great as all those ships are IPC that is not invested in artillery and tanks against Russia. So in any case you win, as you give Germany the choice between two bad options: 1. lose the Baltic Fleet or 2. build useless fleet.

      The first thing USA does with it’s fleet, is to occupy the Med and uses it’s transports to force the Italians to turtle (and invest all their IPC in the defense instead of can opening). All those initial warships should be used to convoy Italy to death, forcing Germany to support Italy if it does not want to lose Southern Europe/the Balkans.

      Other Allies
      I play the USA/Russia/China combined with other allied player who plays UK/ANZAC/France so that is why this strategy is focused on those allies.

      This fits best with an aggressive UK/ANZAC player who in the Europe map conquers Africa as soon as possible while keeping Egypt. It should be the UK who is doing amphibious assaults every turn in Northern Europe/Scandinavia from London, forcing Germany to commit forces to the defense that are thus not used on the offensive against Russia.

      In pacific, it works closely with China and Russia in containing Japan or making Japan suffer from spreading out too thin or attacking one specific area.

      I would like to end with this disclaimer from Gargantie: This works better in F2F scenario’s, as players are less likely to be able to unit-focus above 90%. (unlike online when they spend HOURS planning each turn)

      posted in Axis & Allies Global 1940
      A
      Afrikakorps
    • How to gain Consistent Victories in Axis and Allies 1940 Global

      This article was inspired by studies at defense academy on military strategy and consistent Axis and Allies victories. Many of it is also present in the excellent strategic reflection of AndrewAAGamer.

      All warfare is based on 4 principles (and deception)

      Principles of War

      1. Know yourself
      2. Know your enemy
      3. Negate being dislocated
      4. Dislocate your enemy

      Dislocation means bringing the enemy out of balance, taking away it’s ability to resist, so that you subdue him to your will. Your enemy will always try to dislocate you at the same time as well. In this strategic masterclass we will delve in how to make sure you emerge victorious after every battle.

      In this Strategic Masterclass we will delve into the three major strategic principles you should keep in mind when playing (and winning) your next game: Center of Gravity, Defense, Timing.

      1. Center of Gravity

      A center of gravity is that point that when broken, the rest of the body collapses. To dislocate an enemy, it is most effective to focus on protecting your center of gravity, and attacking his center of gravity. Clausewitz believes that the best center of gravity was to defeat the enemy army. Sun Tzu, whom I prefer, believes that the best center of gravity is to defeat the enemy strategy.

      In the global geopolitical landscape, there are two crucial centers of gravity, one in Europe, one in the Pacific. In Europe the center of gravity is Western Russia, in the Pacific it is South East Asia. The control of these areas decide every game. Ignore them, and you will be defeated. Why is this the case?

      Armies cost money
      In order to wage war, armies must be amassed. In order to amass them, finances are needed. As Cicero said: “The sinews of war are infinite money.” Therefore, one must always consider it’s economy above all else. There are three ways to gain money: territory, capitals and national objectives. These three elements are the most important aspect of every game.

      Strategies versus Tactics
      Let us delve into the difference of strategy and tactics for a moment.

      Strategy
      Strategy is the allocation of resources (time, human & material resources) or concentration of power to achieve a goal, in our case: competitive income and highly effective armies due to buying good composition, so that military units can defeat armies and capture victory cities and win the game.

      Tactics
      Tactics are always based on confrontation, so limited to the battle. Military units against enemy military units, to defeat them and thus gain a strategic advantage. Western generals and populations at large like to focus on tactics, this is our expertise (like Clausewitz). They often suffer from strategic inertia. As tactics are not concerned about money or centers of gravity – you can gain 100 victories in 100 battles yet still lose the war (as United States did in Vietnam or many other wars). So most important in tactics is army composition in moment of confrontation.

      Back to why Western Russia and South East Asia are the centers of gravity in Axis and Allies Global 1940. We have observed that to amass armies, money is crucial. Money can be gained from territories, capitals and national objectives. Capitals are usually well defended and thus need an extreme concentration of force – this is not easy to achieve. Much easier is to capture national objectives coupled with territories, often less well defended as the priority of the defender is the protection of its capital.

      Point Swing within the Balance of Power
      When territories with national objectives are captured we call this a Point Swing, it affects the Balance of Power. The Balance of Power is in favor of the Allies due to the enormous industry of the United States, and due to Allies control over vast amounts of territory. The goal of the Axis is the push the Balance of Power into their favor, the goal of the Allies is to keep or return the Balance of Power in their favor.

      The regions in the board that have the most dramatic point swings are thus the centers of gravity. We can make a distinction of 3 centers of gravity: crucial, important, valuable.

      Crucial – 60 IPC Point Swing
      These regions decide the game. If the Axis neglect them, they lose. If they conquer them, they win. The vast and luxurious trade routes and cities in South East Asia adds +30 IPC to Japan while it negates -28 IPC to the Allies. This is the center of gravity in the Pacific. The productive agriculture and industry in Western Russia adds +30 IPC to Germany while it negates -25 IPC to the Allies. This is the center of gravity in Europe.

      Important – 35 IPC Point Swing
      These regions heavily tilt the Balance of Power in favor of the Axis. They are important, yet the game can be won even without these regions. These are the oil from the Middle East and Caucasus, the conquest of China and the trade in the Mediterranean Sea.

      Valuable – 20 IPC Point Swing
      When the Axis is able to conquer these areas they add value, so they are always good to keep in mind. But, they will not decide the game or be worth sacrificing units that could otherwise focus on the crucial center of gravity. These are the gold from Africa below the Saharan and iron ore from Scandinavia.

      2. Defense trumps Offense

      While the attacker has a powerful advantage over the defender of having the initiative to strike, when the defender increases it’s defense to such extent that the strikes of the attacker can not penetrate it, it will win. So always follow this rule: negate being dislocated. When the enemy is unable to dislocate you, you will gain 100 victories in 100 battles. As when you can not be defeated, you can more consistently defeat the enemy before he defeats you. It might seem so simple, but is so powerful. What does this mean?

      Strategic defense
      You must always protect your capital. It is your most important objective, if you want to win. Of course, this depends on the availability of the attacker. When he is out of reach, nothing has to be defended. When he is in reach, all must be done to repel the attacker. Ideally, you even deter the enemy to consider assaulting your capital, or do you something to compel the enemy to stop the assault on your capital. Both deterrence and compellence are strategies to coerce your enemy to do or not do something. Deterrence is preventing the enemy to do something. Compellence is stopping an already undertaken action. What does this look like in the game?

      For the United Kingdom, always buy 6 infantry and 1 fighter in your first turn. In the Pacific, also focus on buying only infantry for India and Sydney in your first turns. Your focus is to deter the enemy from thinking it is possible to conquer your capital. Italy has the luxury of a powerful German protector and potential safe zone in the Mediterranean, yet must also always be aware of its capital.

      The United States is so well defended that when defended strategically it cannot be captured. The best defended mainland area is Western Europe, it is the best region to defend. As a result, it is not strategic to capture countries in Western Europe when you are unable to hold it against German counter-attack. Germany can easily repel minor invasions with minimal cost. The only way to negate this German defense is a combo-attack of UK and USA on Denmark to conquer Berlin.

      Japan is very easy to defend from an amphibious assault, you can easily amass 10 ground troops per turn. What is not easy to defend against a powerful American fleet is Sea Zone 6. So always make sure your fleet has the ability to protect or counter-strike SZ6. When not approached strategically, defending the Empire of Japan at large is also difficult. As the Pacific is so vast and you need to be at different far away locations, ensure you have optimized your internal logistical routes. My preference is to build a harbour on French Indo China so you create the Triangle between Japan, South East Asia and the Lower Pacific. The Allies will attack you from all sides so your priority is to weaken different fronts, to negate the different fronts to attack at the same time and to be ready to counter-attack lost ground. However, when you are able to make use of timing to weaken enemy fronts early on, establish a strong internal logical safe zone and continue to empower your fleet, it can be well defended.

      Russia, as centre of gravity, is most likely under heavy attack every game. There are two philosophies to defend Russia, the vast retreat or the mobile counter-attack. I prefer the mobile counter-attack as I find it more historical to Zhukov’s doctrine and more effective in my games. In the vast retreat you aim to amass as many troops as possible to Moscow for the final battle, even the Siberians. In the mobile counter-attack you use mobility to greatly increase your options, as Japan can do with the harbour on French Indo China. This mobility is provided mainly by mechanized infantry instead of infantry and the perfect geographic locations in Russia to optimize this. As a rule, you never retreat the Siberians are this would make their offensive/defensive power disappear for the majority of the game – while it is so decisive in concert with the other Allies on the Pacific board.

      Tactical defense
      The same strategic principle applies to the tactical level, the battles of army against army. For this we use the best unit of the game: infantry. It is by far most cost effective in defence, but also offensive (as it defends the high value starting pieces from dying all game long). We could summarize their power in two words: mass and fodder. Then we delve into their best reinforcements: fighter, bomber, tanks.

      Mass
      In all cases of defense infantry will be the decisive factor of winning a game. The one with most infantry, coupled with just several upgrades such as AA guns and high value units will win the game. As a result it is imperative to always build infantry constantly. In the case of Germany and Russia, you want to upgrade them to mechanized infantry when fighting each other at the Western Russian front. This is because of German’s ability to blitz with Italian can-openers (using combo-attack to sneak through Russian territory). It is also because of Russia being able to defend multiple fronts on land and being able to counter-strike when the opportunity arises, as Japan is doing on sea. Besides infantry the most important units are artillery on land and submarines on sea, that greatly enhance your offensive power. I like the composition of 70% infantry for 30% artillery.

      Fodder
      Every player has starting high value units, while most lack mass amounts of infantry. Your goal should always be to keep all your high value land troops alive: tanks & airplanes. These are your most precious and prized possessions. Never throw them away without a great strategic advantage. This is also why you build (mechanized) infantry as player always. You will often observe that the player that builds most infantry consistently will usually win the game. It is also why it is so difficult for the United States to capture mainland territories, as it can only bring infantry to the frontlines through transports, 2 at once. The most important units to combine with fodder is the fighter, bomber or tank.

      Fighter
      By far the best defence unit, as a nation you want to have 3 to 5 at least. Due to scramble the ideal joint defensive unit. Aircraft carriers do not add the value on their own, they add value because they allow 2 fighters to join your fleet. When you have a minimum amount of fighters (3-5) you will experience how every mass will greatly enhance your ability to win battles.

      Bomber
      Why bomber, as it only defends at 1? The defence of the bomber is not its ability to defend which it very low, but it’s vast mobility that enables it so always return back to safety. It range makes it the most effective offensive unit on both land and sea. The ultimate joint operations (and thus flexible) unit is thus the bomber. Yet as defensive trumps offensive, and this using attack as the best defense, bombers are much more niche – often reserved to Germany, USA, UK or a rich Italy.

      Tank
      As aircraft cannot land in just conquered territories (besides the Dutch islands) they are very powerful in either defense or offense, but not when you are waging a conquest in Russia or China, always ready to counter-attack your now unprotected ground troops. In that case, you want to have elite ground troops moving up with your armies. However, there is nothing worse than 4 Russian infantry with Russian air force destroying your 6 German tanks. So even more than with airplanes, make sure you have enough fodder reinforcing your lines preventing your original tanks from ever dying. Russia is here of course the power that can benefit above all others from some early tank investments, Germany already has them.

      In this light, there is another reason why combo-attacking is so powerful such as Italy-Germany or UK-USA. You can reinforce the airforce of your friend in the territory you just captured. So when Italy captures that crucial Russian territory in it’s turn, now Germany can land it’s airforce before Russia attacks, the same applies to USA-UK order.

      What does this mean? Never buy cruisers, only in limited cases battleships and tactical bombers. Your fleet will need 1-2 destroyers against submarines, but your sea fodder should always be submarines.

      As Germany and Japan it should be a principle to always buy 1 submarine every turn, combined with lots of infantry. As our goal is win the economic game, we can use these submarines effectively to negate national objectives, hunt unprotected high value fleets or convoy capitals.

      3. Timing (particular for Axis)

      The most valuable resource, above human or material resources, is time. Especially in a game like Axis and Allies when the Balance of Power is in the favour of the Allies when the Axis are inactive. The Axis greatest strength is their explosive power and initiative to project that power. The United Kingdom has this same strength in relation to Italy.

      In the beginning, most Allies are still quite weak, while the Axis are quite strong. This difference will disseappear with every turn due to the Balance of Power. The only way to overcome this as attacker is to push the Balance of Power into their favour by 1. Point Swings through conquest 2. Favorable Battles and thus more costly losses at the side of the defender.

      Japan
      That is why Japan must always declare war in it’s first turn, as the United States are not yet ready to counter-attack, the UK battleship (20 IPC) is still vulnerable and UK pacific economy can be crippled before it was able to buy infantry (from 17 to 10). As the center of gravity is South East Asia, conquering this as soon as possible will greatly change the Balance of Power in the Pacific. By impoverishing UK pacific, it greatly empowers Japanese strength to focus in the seas on USA and on land on China. You use timing to attack a front before the other fronts are powerful enough to take advantage of your concentrated power somewhere else. When you are not aggressive as Japan, you will lose, as you did not use timing to prevent the Allies from being able to work in concert while UK is a powerhouse due to it’s wealth. Besides always making sure you are empowering your fleet with aircraft carriers to land your fighters on, you are building fodder to fight Russians/Chinese, assault capitals or defend Japan.

      Germany
      That is also why Germany must always focus on Russia, with G1 buy to be able to conquer London when not well defended (but this should never be possible with must-buy of 6 infantry and 1 fighter) such as failed scrambles or over-ambitious against Italy. An ideal first buy is thus 6 artillery + extra. You always try to optimize your further buys for a G5 capture of Moscow, so mechanized infantry, tanks or planes. The longer it wait’s the more powerful it’s enemies will be at both fronts. Like Japan, you want to prevent having to commit to two fronts at the same time. Like Japan, you use timing as your greatest ally to attack and defend at the correct moments. Like Japan, when Germany conquered it’s center of gravity (Western Russia) it will win the game.

      United Kingdom
      As the United Kingdom your main goal is to cripple Italian fleet. This is possible because at the beginning you have the explosive power and initiative to attack Italy while divided. Never waste this opportunity as when Italy get’s the opportunity to expand, it will greatly shift the Balance of Power. It must only be possible for Italy to grow after heavy German investment and focus in the Mediterranean (and thus not on the center of gravity in Western Russia).

      Russia
      One more notable country on timing is Russia. When Germany tries to attack you from several fronts such as Scandinavia, Northern Route, Southern Route, Black Sea or even Caucasus, he will divide it’s forces. There is very likely to be a moment, either due to bad luck in a battle, or careless movement, that an opportunity arises for you to strike, when your striking force has mobility 2 instead of 1 (hence the mechanized Russians). When not all German fronts are fully mechanized (as I found is often the case due to starting troops) they can only counter-attack with 1 move, while you have 2. So that gives you timing to relocate your mobile mass to where it is most needed. Even when the Germans respond by concentrating all their troops in 1 army, your mobility gives you the opportunity to misuse it and sever their logistics / invade their soft belly. I believe both Napoleon and Hitler failed not because the Russians followed the vast retreat, but the mobile counter-attack. Try it and you will forever love playing guerrilla Russia. My first buy of Russia is either artillery to power starting Infantry or when feeling aggressive 6 tanks. Then focus on building mechanized defensive army always ready to counter-attack the opportunity arises. Bonus tip for Russia; get Iraq, send 2 Infantry to UK transport in Persia to get the two Italian countries in Africa and two islands in front of Italy. The extra IPC can make a crucial difference. Patience is crucial but will pay off most of the time.

      Conclusion
      My experience is that when you apply these strategic principles in your battles of Axis and Allies 1940, you will emerge victorious. I even believe that when we start applying these principles to our military or even civil disobedience campaigns, we will start winning. As the nature of war has been constant since the beginning of time. Like all those thousands of years ago, the four elements are still as relevant today, as when Sun Tzu wrote the Art of War.

      So to recap:

      1. Know yourself
      2. Know your enemy
      3. Negate being dislocated
      4. Dislocate your enemy

      Strategic Principles

      1. Center of Gravity
      2. Defense trumps Offense
      3. Timing
      posted in Axis & Allies Global 1940
      A
      Afrikakorps
    • RE: Gezocht Axis and Allies spelers

      Ik woon in Delft en sluit me graag aan bij volgende potten op 1-2 uur reizen

      0636335317

      posted in Player Locator
      A
      Afrikakorps
    • RE: The Bright Skies

      Hello guys I just returned from an Allied victory and the strategy worked perfectly. USA early bomber swarm destroyed all Axis fleet in Europe without effort and then bombed Germanies in IC’s to hell. Because Baltic Fleet was destroyed Russia could hold Leningrad and conquer Scandinavia and this extra income let it spiral out of control, in its last turn (T8) USRR collected 89 IPC!

      Also Russian/China strategy worked perfectly as he has to hold too much Japan forces in rhe north allowing China too keep the Burma road open with UK support resulting in a very hard game for Japan trying to contain China.

      posted in Axis & Allies Global 1940
      A
      Afrikakorps
    • RE: Pearl Harbour Attack

      Thanks again for another round of excellent and interesting feedback!

      As you might have figured so far, I am more like Jorgen Bent Larsen, preferring onorthodox strategies based on surprise and deception. Ofcourse it really helps that my group only plays a game twice a year and now after two years I am Axis again (while both allies will play their nations for the first time in 2 again). I am also the only one that studies this forum inside out as his hobby. This makes my playstyle ofcourse more suitable than hardened TripleA veterans. There is therefore reason to believe they might act as I expect them to act. I do really not mind if I win with a Fool’s Mate the first time I use it, actually I would love it!

      Nevertheless Argothair you are absolutely right it is important to be realistic, run battles with a battle calculator in advance and have a detailed plan in how I expect to have a certain amount of units somewhere (India battle). I have improved all my past strategies by sharing it on these forums as you pointed out the wrong assumptions and weak parts. So thats what I will do again.

      Japan 1

      J1 purchase:
      • 3 Transport

      Combat move:
      SZ 26:
      • 1 submarine (SZ 6)
      • 2 destroyers (SZ 6)
      • 2 fighters (SZ 6)
      • 2 tactical bombers (SZ 6)

      SZ 35:
      • 1 Submarine (SZ 19)
      • 1 Destroyer (SZ 19)
      • 1 Cruiser (SZ 6)
      • 1 Battleship (SZ 19)
      • 2 Transports (1 Tank, 1 Artillery, 2 Infantry) – Japan, Okinawa

      SZ 37:
      • 1 Cruiser (SZ 20)
      • 1 Bomber (Japan)
      • 1 Fighter (Formosa)

      SZ: 43 :
      • 1 Transport (1 Artillery, 1 Infantry) (SZ 20)

      Philippines
      • 1 Tactical Bomber (SZ 35)
      • 1 Fighter (SZ 35)
      • 1 Tank (Japan)
      • 1 Artillery (Japan)
      • 2 Infantry (Japan)

      Borneo
      • 1 Infantry (Kiangsi)

      Shan State
      • 2 Infantry (Siam)

      French Indo China
      • 1 Infantry (Kwangsi)

      Yunnan
      • 1 Bomber (Japan)
      • 1 Tactical Bomber (Kiangsu)
      • 1 Fighter (Kiangsu)
      • 1 Artillery (Kwangsi)
      • 2 Infantry (Kwangsi)

      Kwantung
      • 2 Infantry (Kiangsi)
      • 2 Tactical Bombers (Japan)
      • 2 Fighters (Japan + Okinawa)

      Hunnan
      • 1 Infantry (Kiangsi)
      • 2 Tactical Bombers (Manchuria)
      • 2 Fighters (Manchuria)

      Chahar
      • 1 Infantry (Jehol)

      Anhwe
      • 1 Mechanized Infantry (Manchuria)
      • 7 Infantry (Kiangsu, Shantung, Jehol)
      • 3 Artillery (Kiangsu, Shantung, Jehol)

      Noncombat move:
      SZ42
      • 1 Destroyer (from SZ33)

      SZ35
      • 1 Aircraft Carrier (from SZ33)

      Jehol
      • 1 AA, 1 Artillery, 2 Infantry (Manchuria)

      SZ31
      • 2 Aircraft Carriers
      • 1 Battleship

      Kwangsi
      • Used air craft

      SZ31
      • 2 Fighters (from Korea + Japan) when needed

      Placements:
      • 3 Transports in SZ6

      Income:

      $41 Income
      $4 Extra
      = $45

      Japan 2
      Purchase new units

      • 1 Naval Base in French Indo China
      • 1 Destroyer
      • 3 Transports

      Combat Movement

      Yunnan (if needed, otherwise target Malaya)
      • 2 Infantry (Shan State)
      • 1 Infantry (French Indo China)
      • 1 Mechanized Infantry (Anhwe)
      • 6 Tactical Bombers
      • 6 Fighters (assuming 1 died against UK BB)
      • 2 Bombers

      Java (Battleship + Cruiser)
      • 1 Tank (Philippines)
      • 1 Infantry (Palau Islands)

      Celebes
      • 1 Artillery (Philippines)

      Sumatra (Full Carrier + Destroyer)
      • 1 Infantry (Borneo)
      • 1 Artillery (Borneo)

      Chinese Territories (Suiyuyan, Hopei, Kweichow, Hunan)
      • 3 Artillery
      • 8 Infantry

      UK / ANZAC fleets when possible instead of guarding transports

      Noncombat movement

      SZ 30
      • 2 Aircraft Carriers
      • 1 Battleship

      SZ 6
      • 1 Cruiser (S35)

      SZ36
      • 3 Loaded Transports (Unload FIC)

      Shan State
      • All planes

      Place new units

      • Transport in SZ6
      • Factory in French Indo China
      • Naval Base in French Indo China

      Collect Income

      $56 Income
      $5 Island Bonus
      = $61

      Japan 3
      Purchase new units

      Combat Movement

      India (5 transports supported by 1 battleship, 1 carrier, 1 cruiser, 1 destroyer)
      • 1 Tank (Sumatra)
      • 5 Infantry (French Indo China, Sumatra, Java)
      • 4 Artillery (French Indo China, Sumatra, Java)
      • 6 Tactical Bombers (Shan State)
      • 6 Fighters (Shan State)
      • 2 Bombers (Shan State)

      Likely UK Forces: 2 Fighters, 1 Tactical, 15 Infantry, 1 Artillery, 2 AA Guns
      According to my battle calculations, that gives me 97.3% to win.

      Hawaii (3 Transport, 1 Carrier, 1 Cruiser)
      • 6 Infantry (Korea)
      • 2 Fighters
      • 2 Tactical Bombers

      Chinese Territories (Kansu, Shensi, Szechwan, Yunnan)
      • 3 Artillery
      • 8 Infantry (minus casualties J2)

      Noncombat movement

      SZ 9
      • 1 Destroyer (S6)

      SZ 12
      • 1 Battleship (S30)

      SZ 11
      • 1 Carrier (S30)

      Shan State
      • All planes

      Place new units

      Collect Income

      $63 Income
      $5 Island Bonus
      $10 City Bonus
      $ 9 UK Bonus
      = $87

      Quirky Turtle, very good to point this out! I will bring 1 cruiser to S6 in J2 + build a destroyer. I could keep 1 or 2 fighters in Japan that then fight in sea battle of Hawaii, depending on how much fighters there are stationed.

      posted in Axis & Allies Global 1940
      A
      Afrikakorps
    • RE: The Bright Skies

      I will be playing Russia, USA and China again in two weeks.

      So far my three plays with this combo, using Bright Skies with the mechanized Russia able to swiftly relocate and counter-attack has been quite succesful.

      This time I want to be a bit more extreme with Russia, sending it’s aircraft (3 fighters and 3 tactical in R2) and two mechanized teams to China, to defeat the Japan on the mainland as soon as possible. As USA main focus is building bombers, with a focus on Italy/Germany in the first 3 rounds, Japan can misuse this lack of USA threat and win at the Pacific by decentralizing it’s fleet on JDOW1.

      As Japan, I always find the lack of land troops on China the most difficult factor, especially when facing an offensive Allied push from all sides. This inflow of Russian aircraft will likely seal the deal. Aircraft can also reinforce India or be back in Russia when needed.

      Japan can either respond by India crush and ignoring China (great: mission accomplished) or investing a lot in factories and mainland troops, slowing down it’s expansion (great: mission accomplished).

      Of course, greatest downside is the lack of aircraft and a first turn artillery buy in Russia against Germany. Against a late push G3-4 this is not a problem, as the fighters can be back on time. Against early German push (G1-G2) or Sea Lion this plan should be aborted as you want Russia to be fully offensive against Germans.

      For those that are not familiar with the concept of Bright Skies + Mechanized Russia this is the underlying doctrine.

      Bright Skies
      It takes a lot of time, ships and IPC to make USA useful at a particular front. It would be wiser to not use USA for troops and ships (as troops can be build a lot cheaper by the mainland forces Russia, China and UK) but for bombers. With the first 2 turn buys of bombers, you send this stack to London to kill the German Baltic Fleet. This destroys Scandinavian logistics and make it possible for UK or Russia to capture Norway giving big headaches to the Germans. You also send your Pearl Harbour fleet to the Med as soon as possible, which combined with a Taranto strike will neutralize Italy very early.

      Therefore, as USA you do not play to KJF or KGF, as this is not the task of the USA. Rather, you empower the mainland forces (Russia, China and UK) to become strong independent nations by hunting Axis fleet, denying their safe landing spots for aircraft, and bomb their factories. The mission of USA is to:

      Stop Italy First (send it’s Hawaiian fleet to the med).
      Stop Germany Second (destroy the Baltic fleet and bomb factories)
      Stop Japan Third (hunt Japan fleet with bombers/subs)

      Mechanized Russia
      Instead of the defensive infantry mindset, Russia should always be able to counter-attack, or relocate fast to different positions. It has a lot of starting infantry, and with a defense perimeter around Novgorod and Bryansk, both reinforced by artillery stacks, you can start massing mechanized infantry with some tanks. Due to Russian geography, you can become a lot more effective and dangerous with the bulk of your forces mechanized. This also fits more with the historical Russian doctrine, which has developed around the concept of the counter-attack.

      posted in Axis & Allies Global 1940
      A
      Afrikakorps
    • RE: The Bright Skies

      As USA I will still buy 4 bombers, and mobilize as much airforce as possible (keep carrier full) on Wake Island + Midway. If Japan did not attack USA in J1, this gives you a striking force of:

      4 bombers (you can only build 3 in western)
      5 fighters

      To attack SZ6 in USA2, all possible to land in Amur.

      Russia will buy 3 fighters + 1 tank, able to stack Yunnan or counter-attack Germans / protect factories against bombardments. After initial investment, only mech + artillery, with some tanks. I want to keep the option open to attack Northwest Persia R2 and Iraq R3 if GDOW2. I intend to have 4 Russian units (minimum of 1 fast mover) in Trans-Jordan R5 (Egypt R4) where they meet up with 2-3 USA transports to bring them to: Italian Somaliland, Sardinia, Sicily while fast mover moves to Ethiopia for a +13 IPC bonus R5-6 onwards.

      USA will buy bombers again in USA2, and move all bombers to Eastern United States, to kill German Baltic Fleet in USA4.

      In my play, Russia serves China, and USA serves Russia. I often play games without USA building anything different from bombers and some ships (mostly subs).

      I have the philosophy, that China, UK, Russia infantry need to fight the Axis, while the USA hunts fleet, bombs factories, and convoys sea zones. It works quite well so far.

      posted in Axis & Allies Global 1940
      A
      Afrikakorps
    • RE: The Bright Skies above Russian Counter-Atttack/Chinese Guerrilla

      @Caesar-Seriona said in The Bright Skies above Russian Counter-Atttack/Chinese Guerrilla:

      USSR is the Anti-Hero.

      But with the game at hand, USSR is forced into defensive infantry is because of how the Axis is placed. UK must sink as many Italian transports as it can because in terms of location, Italy has the easiest NO’s with all of them only being at most five territories away from Rome. The Japanese navy must face an equal enemy because it’s incredibly easy for it to contain its army on the water. China ins’t a death trap for Japan because Japan could in theory just place defense with Chinese cities and it wouldn’t hurt them in long term. China cannot stop Japan from invading India though I wish Chinese forces could go past Burma. Another issue too is that the reason why US forces target Italy first because it’s the easiest Axis nation to attack for it, it’s only two turns away or if Italy is doing great, US can hit it right out of the gates. Literally US can break an Italian NO in one move. Just begin Operation Torch.

      The biggest problem with Bright Skies I have is that you are playing UK too loose with the Middle East. My experience has shown me that Middle Earth is almost always a must.

      I agree with almost anything you say. You are likely right about the ME for UK, especially since Germany usually waits with it’s DOW. Next battle I will not want Iraq for Russia, just Somaliland + the Italian islands. This enables UK to play it’s strongest game.

      Don’t you agree that when India defense is build optimally (mass so infantry), with maximum fighter inflow of Russia, ANZAC and USA, India can be stopped from Japan amphibious assault?

      I do not think Japan can hold their cities when China is given all that IPC and space, as they become a monster very quickly.

      Indeed, Operation Torch is gold. Destroy Italy and win the Europe game. A dead Italy means Europe falling down east, north and south for the Germans. Rich and powerful UK that can focus solely on hurting Germany (+ only a few USA transports to open up Denmark). This forces Germany to try help Italy, which is less resources on Russia = Russian victory.

      posted in Axis & Allies Global 1940
      A
      Afrikakorps
    • RE: The Afrika Korps

      Is this really true? Imagine turn 6 that Germany has Caucasus in Russia Crush

      Germany has around +75 with Afrika Korps
      Germany has around +53 with Russia Crush

      Italy has around +20 with Afrika Korps
      Italy has around +3 with Russia Crush

      Germany + Italy have around +95 with Afrika Korps
      Germany + Italy have arouns +56 with Russia Crush

      Nearly twice as much!

      Yes, you have to kill a lot more non-Allied infantry to achieve this, but you can achieve this nonetheless (if it works). Besides that, you have your 7th VC, so when you take Moscow you win the game. Around the time that you take Moscow with Russia Crush you face a heavily reinforced Middle East and possibly being supported by the USA.

      The only thing that gives me difficulties is Spain! It is absolutely not a place where I want to send initial troops to take it G3, Italy is to weak to do it after Turkey I3 and nothing stops the UK or USA from taking it turn 3 when I want to do India Crush J4.

      There is one big upside though, I personally think Spain is a trap for the Allies. Nothing within reach of importance and enormour production output for the Axis to defend against it. Much better USA focuses on holding / expanding Spain, than infesting the Med, amphibious assault on Rome or Egypt and convoying Italy to death. After all, Spain can maximally just produce 3 units + landing troops of which 1 infantry per transport.

      I do find my France attack risky, with only 7 infantry, 3 artillery and 6 tanks? With the Romanian buy the UK might full scramble so need all Luftwaffe. I might send in the German Tactical? Do you think it is enough?

      posted in Axis & Allies Global 1940
      A
      Afrikakorps
    • The Afrika Korps

      Introduction
      This is an alternative strategy that is based on creating the German Afrika Korps in order to send Germany Tanks early to the Middle East to support Italy against the United Kingdom or get rich by going into Southern Russia and Africa. Therefore the European Axis will not advance west or east, but south towards Egypt. Erwin Rommel is in high command of the Wehrmacht. He has convinced Hitler to let him take command of the German Panzer Division and reorganized it into the Afrika Korps. At the start of the game Erwin Rommel is in command of 9 Tanks, 4 Mechanised Infantry, 6 Infantry supported by himself in the Tobruk fighter. The Baltic Fleet has been reorganised into the German Tropical Fleet and the Luftwaffe ordered to take key positions around the Mediterranean after the Royal Navy has been destroyed. More than Lebensraum in Russia or control of Great Britain the Germans aim for oil from the Middle East and Southern Russia plus gold from Africa to match the war industry of the Allies.

      Strategic Goal
      Get the Victory City of Egypt as soon as possible and transform Africa, Middle East and Southern Russia into Axis controlled territory in order to win economic superiority over the Allies. In short: go for the $$$!

      Rational for Strategy
      There are 36 IPC for the Axis to be gained in Africa while they can gain 16 IPC in the Middle East. This total of 52 IPC would at first be a waste to not consider taking and second is nearly as much as the 58 IPC that can be gained from conquering Russia. Combine this with Southern Russia (18 IPC) and you gain 70 IPC. Compared to Russia the Middle East and Africa are lighter defended. I feel that for most Axis the consensus is that Germans have no real strategic advantage in Africa and only look to Sea Lion (West) or Barbarossa (East). This strategy hopes to advocate a third option: to go South.

      Africa
      Africa can be divided into two regions, North Africa and Sub Saharan Africa. The goal of the Axis is to conquer North Africa as soon as possible. Sub Saharan Africa should wait for after North Africa, Middle East and Southern Russia is taken and Egypt firm in control of the Axis. Therefore one should always send the Afrika Korps to places as Egypt, Southern Russia or the Middle East where hostile resistance is strongest. If they survived those battles, send them to Sub Saharan Africa for their final mission.

      The Axis have two opponents in the Middle East and Africa, the British and the French. While you defeated the French in the first turn of the Germans there are 8 IPC to be taken in Africa and the Middle East, also providing Italy +5 for North Africa. The United Kingdom however can hold you out of Africa and the Middle East on their own, if not given the proper attention.

      The United Kingdom
      The UK has the forces and initiative to cripple Italy by doing Taranto, killing your Italian forces in Tobruk and Ethiopia and quickly take over the Middle East by reinforcements from India. This is also what happens in most of the games. What is clear, is that Italy is not able to take on the United Kingdom by their own, they need German and Japanese support. The current consensus is to do either do Sea Lion, build a German fleet in the Mediterranean or strafe Egypt with the Luftwaffe. Sea Lion has been proved to be sub-optimal. The Egyptian strafe might be worth it, but might also cost you a huge proportion of your Luftwaffe that is difficult to replace so early. Building German fleet in the Mediterranean sounds best, but could be still taken out by the RAF and needs a big investment. All sub-optimal options in my eyes. I do however realize I have to focus on the UK first with Germany if I want to take over Africa and the Middle East and support Italy.

      In order to defeat the United Kingdom you will use threat and surprise.

      1. Threat: Building German Tropical and Baltic Fleet
      Normally the German player decides what it is going to do: Sea Lion or Barbarossa. Especially now Sea Lions has been proved to be sub-optimal many choose Barbarossa in G1 but especially G2. This gives the UK green light to go full offensive against Italy. Although I do not want to do Sea Lion, I also do not want to give the UK green light to go on the offensive so early. Therefore my first build is 1 Aircraft Carrier, 1 Transport and 1 Submarine. In my second build I build another Aircraft Carrier, 3 Transports, 1 Destroyer, 2 Submarines and 3 Artillery. With building all this fleet as Germany I create a lot of threat to the United Kingdom, forcing them to play defensive or they might lose London. Japan already has a big fleet in the beginning and therefore builds mainly Transports (7 in total) in the first two turns, while positioning for taking India. As Germany and Japan go before the United Kingdom you might manipulate them to not play so offensive in Africa and the Middle East against Italy.

      Although I might have signaled Sea Lion with Germany the fleet builds are created for other reasons. In your first turn you buy a Submarine ready to start convoying London in UK2. The Aircraft Carrier and Transport allows you to send the Bismarck, full Aircraft Carrier and two full Transports to the Mediterranean (take Gibraltar and Morocco in G2 to help Italy). This fleet will give you a lot of mobility for the Germans while only needs an investment of 23 IPC. Also, this fleet will remain a threat to the United Kingdom long enough to stop the RAF from reinforcing the Mediterranean. Japan in his turn will send a big portion of his fleet with 2 full Transports to SZ36 threatening India which might causes the UK to leave his airplanes in India (defense).

      In my second build I mainly focus against Russia. The Aircraft Carrier and Destroyer function as your new Baltic Fleet, able to take out the small Russian fleet. The 3 Transports gives the ability to take advantage of situations like effective defense of Scandinavia or capture of Leningrad. Your Submarine will block SZ125 to limit Russian income and the other Submarine could either replace or reinforce the Submarine convoying London.

      Combined with the destruction of the Royal Navy in SZ110, 111 and 106 you force the United Kingdom to make decisions that could distract them from attacking Italy. Your goal is to make Italy self-sustainable to expand before the United Kingdom can take them out and therefore forcing you to remain with a low income.

      2. Surprise: The Afrika Korps
      Another major aspect of this strategy is the Afrika Korps. This means sending all your initial German armoured troops to the Middle East, this force is under command of Erwin Rommel (Tobruk Fighter). The Afrika Korps consists out of 9 Tanks, 4 Mechanized Infantry and 6 Infantry that are send towards Africa, the Middle East and Southern Russia. First Wave (3 Tanks and 4 Mech. Infantry) reinforced by Second Wave (6 Tanks, 6 Infantry). As mentioned the Afrika Korps will be supported by the German Tropical Fleet and I personally will send another Fighter and 2 Tactical Bombers to Africa or the Middle East. In order to send these armoured troops to the Middle East, you will do a Neutral Crush as the Axis, in I3 by capturing Turkey. Germany captures Sweden in G3 and Span in G4. While the building of the German fleet provides threat to the United Kingdom, sending these troops through Turkey in G3 provides a surprise for the Allies, as this is uncommon play.

      Doing these two main actions as Germany allows you possibly to contain the UK offensive and push them out of Africa and the Middle East early in the game. Personally I would prefer to let Italy take the Middle East (16 IPC) while Germany sends his Afrika Korps towards Souther Russia (14 IPC) and the German Tropical Fleet focuses on the capture of Africa (36 IPC). However they are all in position to focus on a single Allied stronghold. So might the German Tropical Fleet in G4 attack Egypt, Caucasus, Ukraine, Rostov or if Italy has seen chance to capture Egypt before Germany to go for South Africa.

      This could be a possible Axis Step by Step battle plan

      Germany Turn 1
      You now have 2 Bombers

      Purchase new units
      1 Aircraft Carrier, 1 Transport, 1 Submarine

      Combat Movement
      France with 7 Infantry, 3 Artillery, 6 Tanks
      Strafe Yugoslavia with 4 Mech. Infantry, 3 Infantry, 1 Artillery, 3 Tanks, 1 Fighter
      S110 with 2 Subs, 2 Bomber, 2 Fighters, 2 Tactical (1 UK Battleship, 1 UK Cruiser)
      S111 with 1 Sub, 2 Fighters, 2 Tactical (1 UK Battleship, 1 UK Destroyer)
      S112 with 1 Battleship, 1 Cruiser, 1 Tactical (1 UK Cruiser, 1 French Cruiser)
      S106 with 2 Sub (1 Destroyer, 1 Transport)

      Noncombat movement
      3 Infantry from Norway to Finland
      1 Infantry from Denmark, 1 Artillery from Germany to Norway by transport in SZ 112
      3 Infantry from Romania to Bulgaria
      Move 2 Infantry, 2 Artillery from Germany to Western Germany
      Move 9 Infantry, 3 AAA from Germany to Poland
      Move 3 Infantry from Poland to Slovakia/Hungary
      Move 2 Infantry Slovakia/Hungary to Romania
      Move 3 Western Germany AAA to Holland
      Move Erwin Rommel himself in the Fighter from Slovakia to Tobruk to start coordinating the Italian Army and Afrika Korps
      Move 2 Tactical to SZ112

      Place new units
      Fleet in SZ112

      Collect Income
      $37 Income
      $10 National Objectives
      $19 France treasury
      $1
      = $67

      Japan Turn 1
      You now have 3 Aircraft Carriers

      Purchase new units
      3 Transport, 1 Artillery

      Combat Movement
      Yunnan with 3 Infantry, 1 Artillery, 1 Fighter, 1 Tactical, 2 Bombers
      Hunnan with 3 Infantry, 1 Artillery, 1 Fighter
      Anhwe with 6 Infantry, 2 Artillery
      Chahar with 2 Infantry, 1 Artillery
      Amur with 9 Infantry, 1 Artillery, 1 Mech, Infantry, 8 Fighters, 6 Tactical if Russian player left 6+ Infantry, otherwise keep the peace with Russia for some rounds

      Noncombat movement
      Move 1 Transport from SZ19 to SZ36 with 1 Infantry (Okinawa), 1 Infantry (Manchuria)
      Move 1 Transport from SZ6 to SZ36 with 1 Tank, 1 Infantry (Japan)
      Move 1 Transport from SZ20 to SZ6
      Move 3 Aircraft Carriers, 2 Submarine and 2 Destroyers to SZ36
      All aircraft lands in Jehol

      Place new units
      Transports in SZ6, Artillery in Japan

      Collect Income
      $30 Income
      $10 National Objectives
      = $40

      Italy Turn 1

      Purchase new units
      In case of Taranto: 1 Transport and 1 Infantry. Otherwise, 1 Fighter

      Combat Movement
      Attack Syria with 3 Infantry, 1 Artillery with full fleet (without Taranto)
      Attack Southern France 2 Infantry, 1 Fighter, 1 Bomber
      Attack Yugoslavia with 2 Infantry, 1 Artillery, 1 Fighter
      Attack Tunisia with 1 Artillery, 1 Infantry, 1 Mech. Infantry
      Attack Alexandria with 1 Tank, 1 Artillery, 3 Infantry only when Egypt is lightly defended
      If Yugoslavia did not work out because Germany has it, attack Kenya and Sudan if still possible

      Noncombat movement
      Move 1 Tank from Northern Italy to Bulgaria

      Place new units
      Transport in SZ97 or Fighter in Southern Italy

      Collect Income
      $16 Income
      = $16

      Germany Turn 2
      You now have 2 Bombers

      Purchase new units
      3 Transports, 1 Aircraft Carrier, 1 Destroyer, 2 Submarine, 3 Artillery

      Combat Movement
      Attack Gibraltar with 1 Infantry, 1 Artillery (Afrika Korps Fleet)
      Attack Morocco with 1 Infantry, 1 Artillery (Afrika Korps Fleet)
      Attack Greece with 6 Infantry, 4 Mech. Infantry, 3 Tanks
      Attack Normandy with 3 Artillery and possibly surviving Infantry France
      Attack UK fleet with Luftwaffe

      Non Combat Movement
      Move to Poland
      Move to Western Germany with 3 Infantry
      Move 2 AA-guns from Holland to Normandy
      Move to Yugoslavia with 6 Tanks from France
      Move Submarine from SZ112 to SZ109
      Bombers land in Southern Italy

      Deploy New Troops
      Fleet in SZ112, Artillery in Western Germany

      Collect Income
      $ 42
      $ 10
      = $52

      Japan Turn 2
      You now have 3 Aircraft Carriers

      Purchase new units
      4 Transports, 4 Infantry

      Combat Movement
      Suiyuyan with 2 Infantry, 1 Artillery
      Hopei with 1 Infantry
      Kweichow with 4 Infantry, 2 Artillery
      Szechwan with 2 Infantry, 1 Artillery, 1 Tank, 8 Fighters, 6 Tactical, 2 Bombers
      French Indo China with 2 Infantry

      Noncombat movement
      Move 4 full transports with 1 Battleship, 1 Cruiser to SZ36

      Place new units
      Transports in SZ6, Infantry in Japan

      Collect Income
      $36 Income
      = $36

      You now have 10 Transports, 17 Infantry, 3 Artillery, 9 Fighters, 8 Tactical

      Italy Turn 2

      Purchase new units
      3 Artillery, 1 Mech. Infantry

      Combat Movement
      Attack Turkey with 1 Bomber, 2 Fighters, 2 Tanks, 2 Artillery, 4 Infantry (this is the most crucial battle of the strategy)
      Attack Algeria with 1 Artillery, 1 Infantry
      Kill last UK ships in the Mediterranean
      Attack Alexandria

      Noncombat movement
      Liberate Iraq with 1 Infantry from Syria

      Place new units
      Artillery in Southern France, Mech. Infantry in Northern Italy

      Collect Income
      $21 Territory Income
      $17 National Objective Income
      = $38

      Germany Turn 3
      You now have 2 Bombers

      Purchase
      9 Mech. Infantry, 1 Bomber, 1 Submarine

      Combat Movement
      Take Sweden
      Take Karelia
      Take Vyborg
      Take Baltic States with 17 Infantry, 3 Artillery, 5 Tanks
      Look for best option Africa Korps (Caucasus, Iraq, Syria, Northwest Persia or combination)
      Take Malta with reinforcements from German Tropical Fleet
      Attack Russian Baltic fleet

      Non-Combat Movement
      Move Submarine from SZ112 to SZ125
      Move Submarine from SZ112 to SZ109
      Move with 6 Infantry to Turkey
      Move with 6 Tanks to Greece

      Deploy New Units
      9 Mech. Infantry in Germany, 1 Bomber in Western Germany, Submarine in SZ112

      Collect Income
      $50
      $10
      = $60

      Japan Turn 3
      You now have 3 Aircraft Carriers
      NOTE: If the USA and UK have no transports to take Spain this turn, Declare War.

      Purchase new units
      1 Minor Factory, 1 Naval Base, 3 Infantry

      Combat Movement
      Attack Sikang
      Attack Shensi
      Attack Kansu
      Attack Thingsai

      Noncombat movement
      Move 4 Full Transports with 1 Battleship, 1 Cruiser to SZ36

      Place new units
      Minor Factory and Naval Base in French Indo China, Infantry in Japan

      Collect Income
      $40 Income
      = $40

      Italy Turn 3

      Purchase new units
      6 Infantry, 2 Artillery, 1 Bomber

      Combat Movement
      Blitz through Northwest Persia into Persia
      Attack Trans-Jordan with 1 Infantry
      Attack Saudi Arabia with 3 Infantry
      Attack Egypt with Africa forces
      Attack Spain with 5 Infantry, 2 Artillery, 2 Fighters, 1 Bomber

      Place new units
      2 Infantry, 1 Artillery in France, 4 Infantry, 1 Artillery, Bomber in Southern Italy

      Collect Income
      $29 Territory Income
      $21 National Objective Income
      = $50

      Germany Turn 4
      You now have 3 Bombers

      Purchase
      2 Bombers, 3 Artillery, 6 Mech. Infantry, 1 Submarine

      Combat Movement
      Take Leningrad with 20 Infantry, 5 Artillery, 3 Bombers, 1 Fighter, 1 Tactical
      Take or get into Egypt with German Afrika Fleet troops
      Take Caucasus with 5 Tanks, 6 Infantry from Afrika Korps (2nd Wave)

      Non-Combat Movement

      Deploy New Units
      Bombers in Western Germany, 3 Mech. Infantry in France, 3 Artillery in Normandy, 3 Mech. Infantry in Germany, 1 Submarine in SZ112 or SZ105

      Collect Income
      $57
      $20
      = $77

      Japan Turn 4
      You now have 3 Aircraft Carriers

      Purchase new units
      3 Fighters, 3 Infantry

      Combat Movement
      Attack India with 17 Infantry, 3 Artillery, 9 Fighters, 8 Tactical, 2 Battleship, 2 Cruisers, 1 Destroyer
      Bombard Russia with 2 Bombers

      Noncombat movement
      Place new units
      Place units in Japan

      Collect Income
      $43 Income
      $5 Objective
      $20 UK treasury
      = $68

      Italy Turn 4

      Purchase new units
      10 Infantry, 2 Artillery, 1 Bomber

      Combat Movement
      Defend Europe
      Create Can Openers in Russia
      Look for best options in Africa
      Bombard Gibraltar Naval Base

      Place new units
      6 Infantry in Northern Italy, 2 Artillery and 1 Infantry in Southern France, 3 Infantry in Southern Italy

      Collect Income
      $29 Territory Income
      $21 National Objective Income
      = $50

      Axis Rules
      Germany: Buy 1 Submarine every turn (6 IPC). Start buying 2 Bombers every turn from G4 (30 IPC).
      Italy: Start buying 1 Bomber every turn from I3 (12 IPC).
      Japan: Have always 3 Fighters and 10 Infantry on Japan from J4

      I will try the strategy out myself soon and tell you the results!

      I would love to see how exciting the battle of the Middle East and Africa between Axis and Allies is going to be, while normally this battle only happens when the game is already won or lost. Let me know what you think!

      FAQ: Afrika Korps Strategy

      Q: Will attacking the Neutrals not give the USA South America IPC or the UK a lot of extra infantry in both Africa and Middle East?
      A: Yes the USA will eventually get the South American IPC and Infantry but they can only start collecting those slowly from Turn 4 and get them to Europe Turn 6-7. At that moment you will already have 12-16 Bombers as Germany and $100+ income. Those African Infantry can only reach Egypt at turn 5-6, at that moment Egypt is already well defended with your 5 Third Wave tanks. The Afghanistan infantry can indeed reinforce India or provide a counter-force in the Middle East, but lack offensive abilities to retake the Middle East from you.

      Q: If you support Italy, why didn’t you build a Med Navy as Germany?
      A: For the same costs of an early Med fleet you could send 4 Mech. Infantry that had otherwise been needed to take Southern France directly to either the Caucasus or Iraq while IPC wise building 5 Tanks and 2 Bombers that can be more effectively used or harder to take down than a small Med fleet by Allied aircraft. In order to keep the UK in a defensive setting so it do not ruin your Africa plans you feint a Sea Lion with your G1 Build.

      Q: Your flank in Romania is poorly defended, will Russia not break through?
      A: The Romanian flank seems indeed poorly defended with only 5 Infantry and 1 Artillery. However at the moment you start war with the USSR you also build a second group of 7 tanks and 3 Mech. Infantry able to counter-attack if the Russian player decides to push. Your 5 Third Wave Tanks are also in Romania G3. Also notice that if the Russian player decided to push the Italians can easily capture Ukraine with their 3 transports now able to move through Turkish strait that is also defended by an Italian Airbase and at least three fighters for scrambling.

      Q: You wait for an Japanese DOW4, will this not leave the UK and ANZAC too much income, or Japan too weak?
      A: My reasoning for waiting until J4 is because of giving both Germany and Italy some time for preparing their defenses of Spain. The UK Pacific will still not be able to stand against the invasion in J4 and loses its capital. Yes the islands will then be taken after J4, but I expect the USA to go full Atlantic the moment Germany invades Spain so you will have space to take the islands after the capture of India. Also I am not fully sure this is the best option. Experimenting with JDOW1 will provide more insights in this option. For now I will first test JDOW4.

      Q: Attacking Turkey with Italy, are you not overestimating yourself?
      A: You can bring 1 Bomber, 2 Fighters, 2 Tanks, 2 Artillery and 4-6 Infantry against 9 Infantry (if the French Infantry from Syria took it). If the UK did not do Taranto you can even bring 1 Bomber, 3 Fighters, 2 Tanks, 2 Artillery, 9 Infantry against 9 Infantry.

      posted in Axis & Allies Global 1940
      A
      Afrikakorps
    • RE: The Afrika Korps

      General Hand Grenade made an excellent video about the strategy: https://www.youtube.com/watch?v=LxSfedTpnbI

      Cool the Afrika Korps is still kicking ass!

      posted in Axis & Allies Global 1940
      A
      Afrikakorps
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