I made a mistake…
If we do the 14 victory cities requirement, the Axis actually only need to Operation Sealion and the invasion of the Philippines, North America, Australia, or the Japanese home islands.
I made a mistake…
If we do the 14 victory cities requirement, the Axis actually only need to Operation Sealion and the invasion of the Philippines, North America, Australia, or the Japanese home islands.
@superbattleshipyamato123
Never mind, I figured it out myself.
With regard to your IPC level changes, it’s closer if you include France with the Axis, and Italy to the Allies, so it’s more balanced as the Allies still have a numerical advantage in aircraft and ships, and I just really like the idea of two opposites facing off with each other, both sides trying to make up for their weaknesses. For the Allies it’s their isolation from the continent, except Japan’s presence in China and Asia, and for the Axis it is the fact that they are facing off against the first, second, and third most powerful navies in the world, with little to counter.
These are my new victory conditions:
Axis need to control 14 victory cities for a full turn, which means after clearing mainland Africa, Europe, and Asia, the Axis will have to confront their weakness and build up a big navy to invade the Japanese home islands and the British Isles.
Does your Axis amount count France’s loot? Thank you!
In my first game, there was some battles around Caen, I abandoned Utah Beach (too far from reinforcements), and then Germany threw as many starting forces at that beach as possible, whilst I concentrated my reinforcements on the British and Omaha, who got their reinforcements faster than the Americans-it was a battle of attrition that the British could not win, especially with British tanks defending at two, and once most British forces have been destroyed, the Americans have finally broken out of Utah Beach, and easily took Cherbourg-no matter, the Americans and British couldn’t take Caen or St.Lo.
As for aircraft, I tried to avoid as many artillery pieces as possible (in hindsight, I was overly cautious regarding this), and I concnetrated as many fighters into a single zone as possible.
Another thing I want you to think about is my policy (I control both sides) for both sides, where I delay reinforcements until the single unit (usually a division, but sometimes Werfer brigades), units made up of one piece (such as the British armoured brigades) are moved immediately after deployment. I just like doing this, because I think that reinforcements not be poured in piecemeal and destroyed piecemeal, as I feel like this is what happened in real life (even if it didn’t, I still would like for divisions to operate together, even if individual units aren’t more powerful when operating within their own division. Is that a good idea? I look forward to hearing your response!
@superbattleshipyamato123
Total IPCs for Allies to Axis (including US): 143 IPCs to 98 IPCs (in favour of the Allies)
I’m not sure how balanced it is, even adding France into the mix.
@superbattleshipyamato123
This is how it looks for air forces (including the ones on carriers):
Fighters: 24 to 11 (in favour of the Allies)
Tactical bombers: 8 to 7 (in favour of the Allies)
Strategic bombers: 4 to 2 (in favour of the Allies)
Total air units: 36 to 20 (in favour of the Allies)
Total IPCs worth of air units: 376 IPCs worth of air units to 211 IPCs worth of air units
Adding the US in gives an additional 6 fighters, one tactical bomber, one strategic bomber, or 8 more air units, or 83 IPCs worth of air units.
So the Allies still completely dominate the air and sea, maybe that will help Italy a little bit (Allies can move the entire Tobruk stack to Rome in one turn, as well as one infantry, one artillery from Alexandria to Rome)
Me neither, but the Allies can use their navy to evacuate and hopefully have Italy fight from Africa.
This is my crazy changing sides idea for my “bonkers” Axis And Allies game: Axis/“continental bloc”: France, Germany, Soviet Union, and China. Allies/“naval bloc”: ANZAC, UK, Japan, Italy, and US. British units in the territory France will move to the territory United Kingdom, and the vice versa for French units in the territory United Kingdom.
Ground forces comparison (not including neutral US):
Infantry: 86 to 95 (in favour of the Axis)
Tanks: 6 to 13 (in favour of the Axis)
Artillery: 19 to 13 (in favour of the Allies)
Mechanised infantry: 4 to 6 (in favour of the Axis)
Anti aircraft artillery: 17 to 13 (in favour of the Allies)
Total ground units (Allies to Axis): 132 to 139 (in favour of the Axis)
Total IPCs worth of ground units: 471 IPCs worth of ground units to 504 IPCs worth of ground units (in favour of the Axis)
Adding the US adds another 8 infantry, one tank, three mechanised infantry, two artillery, and four anti aircraft artillery, or 70 IPCs worth of ground units.
Naval forces comparison (not including neutral US):
Battleships: 6 to 1 (in favour of the Allies)
Cruisers: 10 to 4 (in favour of the Allies)
Destroyers: 12 to 2 (in favour of the Allies)
Transports: 11 to 1 (in favour of the Allies)
Aircraft carriers: 4 to 1 (in favour of the Allies)
Submarines: 3 to 7 (in favour of the Axis)
Total ships: 42 ships to 15 ships (in favour of the Allies)
Total IPCs worth of ships: 475 IPCs worth of ships to 113 IPCs worth of ships (in favour of the Allies)
Adding the US navy at setup brings another one battleship, one aircraft carrier, 3 transports, 3 cruisers, 3 destroyers, two submarines, or 13 ships, or 129 IPCs worth of ships to the Allies.
This looks a little more balanced.
Perhaps, either way, I like to use the game to the maximum, so I will use the fortune cards-I also like how it simulates even more the unpredictability of battles, in addition to the dice, especially in a smaller battle, and of course a lot of things could go wrong in an amphibious assault, let alone one of the biggest of all time.
Now can we get back to the main topic, please? This is my first Axis And Allies tactical game, so I wonder how the limit on turns will affect how Germany will conduct the game, and the fact that you already know your exact reinforcements affect the game.
Why? I think they make the game interesting.
Hi! I just got the Axis And Allies D-day game at an amazing 35 US dollars, and I just finished my first game and started the second one with the advanced rules. Any ideas for strategy for both sides? Thank you!
@superbattleshipyamato123
And finally, let’s do air forces (includes aircraft on carriers, and the powers involved are the same earlier posts)
Fighters: 26 to 9 (in favour of the Allies)
Tactical bombers: 8 to 7 (in favour of the Allies)
Strategic bombers: 4 to 2 (in favour of the Allies)
Total air units (powers involved are the same as above): 38 to 18 (in favour of the Allies)
Total IPCs of air units (powers involved are the same as above): 396 IPCs to 191 IPCs (in favour of the Allies)
The US adds an additional 6 fighters, one tactical bomber, and one strategic bomber or 8 more air units, or 83 IPCs worth of air units.
Perhaps Italy should be part of the Axis after all.
I know, I just want the Allies to the top three navies in the world and have the Axis try to breakout-I just love big naval battles, and this hypothetical Operation Sealion naval battle would be bigger than Leyte gulf, if the top three navies, plus the US, engaged in a battle with Germany and the Soviet Union, who have extensively built up.
@superbattleshipyamato123
Here are the ground forces comparison (Italy, Britain, Japan, ANZAC, and France, or Allies to China, Germany and the Soviet Union, or Axis):
Infantry: 101 to 98 (in favour of the Allies)
Tanks: 8 to 11 (in favour of the Axis)
Artillery: 22 to 11 (in favour of the Allies)
Mechanised infantry: 5 to 6 (in favour of the Axis)
Anti aircraft artillery: 18 to 12 (in favour of the Allies)
Total ground units (Allies to Axis): 153 units to 138 units (in favour of the Allies)
Total IPCs in ground units (Allies to Axis): 545 IPCs to 488 IPCs (in favour of the Allies)
Adding the US adds another 8 infantry, one tank, three mechanised infantry, two artillery, and four anti aircraft artillery, or 70 IPCs worth of ground units.
Oops, sorry! My mistake…
The reason I hoped to do 15 victory cities is that the Axis will have to build up a big navy, instead of just doing an all continental assault, perhaps we can make it a 13 victory cities required win, as that will require at least an Operation Sealion which, without a Japanese navy to worry about, the Americans and British can completely focus on the Atlantic, which will lead to epic naval battles.
I think you should make so if China has all it’s territories captured, and the Allies control Africa (excluding strict neutrals), that combined, should be a substitute for capturing an Axis capital-it still won’t be an easy fight.
Another insane idea that I have for you is to have the US join the Axis-how you will balance this is your choice (also, please tell me how many rounds it will take for the Axis to win with only the US with the Axis).
Exactly, so you will have to update the winning conditions to force the Axis to have to go overseas-perhaps Axis need to take 15 victory cities on the map? Your Axis start with 7, and the most they can get from mainland Eurasia and Africa are an additional 5 victory cities-Operation Sealion, the invasion of the Philippines and the invasion of either North America, Australia, or Japan is needed.
@superbattleshipyamato123
I did the math, here are the results if we add Italy, Japan, France, and Britain’s (including ANZAC) navies up at setup (not including the US) compared to your hypothetical Axis navy (Soviet Union, China, and Germany).
Battleships: 6 to 1 (in favour of the Allies)
Cruisers: 12 to 2 (in favour of the Allies)
Destroyers: 14 to 0 (in favour of the Allies)
Transports: 11 to 1 (in favour of the Allies)
Submarines: 3 to 7 (in favour of the Axis)
Aircraft carriers: 4 to 0 (in favour of the Allies)
Or:
Total ships: 46 ships to 11 ships (in favour of the Allies)
Or:
Total IPCs worth of ships count: 515 IPCs worth of ships to 93 IPCs (in favour of the Allies)
Kind of hard to win at sea when you only have a four submarine advantage over your opponent, and are outnumbered 6 to 1 in battleships and cruisers, 14 to 0 in destroyers, 4 to 0 in carriers, and 11 to 1 in transports, and your opponent having more than 5 times as much IPCs in ships as you.
Adding the US navy at setup brings another one battleship, one aircraft carrier, 3 transports, 3 cruisers, 3 destroyers, two submarines, or 13 ships, or 129 IPCs worth of ships to the Allies.
It will be fun and interesting to watch the Axis try to achieve parity or superiority.
Yes, but it will certainly look hilarious when you add up Allied ships vs Axis ships at setup-don’t forget: the Soviets and Germany aren’t really affected by convoy attacks, so the Allies really only can escort transports-also, I think the Soviets should be able to declare war earlier than round 4, to continue the idea of the Axis having political initiative, if you ignore historical accuracy such as China never being able to join the Axis.