Axis & Allies:
Ralph Boerke's Tribute to Axis & Allies
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Axis &Allies: Strategy: Overview

IPCs

Technology

Allied Forces


IPCs: [Top]

This is an Economic Game.

At game start the Axis together have 32 + 25 = 57 IPCs. The Allies have 24 + 30 + 36 = 90 IPCs. Total = 147.

The economic repercussions of some strategies: If Germany gains Africa it will increase its income by 9 IPCs and the UK will decrease by 9 IPCs. China, Sinkiang, and India are worth 7 IPCs to Japan and it should gain these quickly. The US will decrease to 32 IPCs but will stay at this level for most of the game. Eastern Europe, Ukraine, and the Caucasus will see-saw between Germany and the USSR and together they are worth 9 IPCs. If Japan can dominate Asia it will gain 10 more IPCs at the USSR's expense.

'The USSR First' is the strategy I use when I play the Axis. Conquering the USSR is worth 24 IPCs to the Axis and Japan will usually end up with at least 10 of these, sometimes 18 or even 21. With this the Axis have 81 IPCs against the Allies 66. (not including China and UK territories overrun!) It is only a matter of time for this 15 IPCs difference each turn to build up into powerful Bomber or Naval force. With Africa, China, India, and Australia, the UK will decrease to 12 IPCs (England and Canada) and the USA to 32 IPCs the totals will be 103 against 44. This difference is four Bombers on one turn and 12 rolls for technology on the next. Its also an Economic Victory at 84 IPCs! (57% of 147)

The Axis must remember that the status quo or a static game is only good if your side collects more income than the other side. A quick expansion is required in order to reverse the scales of income and win the game. Conversly the Allies must know that a static game is to their benefit only if the Axis can be contained.


Technology: [Top]

To invest or not.

I only see technology rolls near the end of the game when income is safe or as a desperation move on the part of a losing nation, such as the UK after Germany has dominated the USSR. The only Nation that has the luxury of time is the USA whose income of at least 32 IPCs is safe for a number of turns. Germany and the USSR must buy Infantry and land forces to be fed into the mincer of the eastern front. Japan also needs to build its land and sea forces to dominate Asia. If the UK does not help the USSR it risks losing its partner against Germany so the UK may try some technology rolls but should work on its fleet or other military purchases (Bombers for Strategic Bombing). So the US can invest some IPCs into technology early the others should wait until they have a larger income base to work from. Japan can usually do this by the fifth or sixth turn when it has most of Asia and an income of 40 IPCs. But it should keep building many Infantry and only set aside a few IPCs for technology.

Is it wise to invest in technology? I have played the Axis many times and have spent many IPCs on rolls that only got me the desired effects (Heavy Bombers or Long Range Aircraft) a few times. If it takes six rolls to get one technology and this has to be repeated three or four times to get the desired technology you must spend over 100 IPCs on technology rolls. With these same IPCs I could purchase six Bombers and have the desired effects (Heavy Bombing) without the lucky rolls.

In conclusion I use technology only at the end of the game to speed it up and then only sometimes. I have also tried sometimes when I am losing to try to get a good technology or two, such as, Long Range Aircraft and Heavy Bombers which can sometimes change an entire game (four Bombers vs an enemy fleet: 12 hits is a lot of damage!)


Allied Forces: [Top]

This is a game of allies. Teamwork is essential for any strategy to be worthwhile.

For Germany and Japan the strategic goal is to dominate one of the Allied nations, this is normally the USSR as both Axis nations can concentrate on it when concentration is required.

Another attack by the Axis could be against the UK by a Japanese and German thrust into Africa. I find this however carves up Africa and then neither Japan nor Germany get the 'big payoff' of 9 IPCs which is desired. This also requires Japan to use its navy or a part of it to take Australia. The ramifications of this is to 1) leave Russia better off as less forces are used against it, and 2) draw the Japanese fleet, or components of it, away from a potential US Pacific Fleet threat in the north Pacific - US support of the USSR Far East.

For the Allies the strategic goal is to dominate one Axis power while holding the second one down. Normally this means the UK fights Germany and the USSR defends against both and attacks both but fights more against one, and USA divides its efforts between Japan and Germany but concentrates on one of them only.

I have played many games where the USA built naval units in the Pacific and then the Atlantic and then the Pacific again. This flip flopping of resources meant that it had slightly stronger naval forces in both oceans. A better strategy would have been to concentrate on one ocean and finish the job against one Axis and then move its fleet to the other ocean.

The Axis "One Two Punch". Germany and Japan should coordinate their attacks on Russia so as not to allow a Soviet reinforcing of its capitol.

Example: The USSR has been attacked by both Germany and Japan and has coalesced its forces onto the Russian territory. The USSR has about two dozen or so Infantry and two Fighters on its territory, the UK also has landed four Fighters on Russia. Germany and Japan both have forces surrounding Russia. Germany with eight Armour and 18 Infantry and some Fighters on Karelia and another four Infantry on Caucasus. Japan has two Infantry on Evenki NO, two Infantry on Kazakh SSR and twelve Infantry and six Armour on Novosibirsk. Japan and Germany also have other air units within range of Russia.

Scenario 1: Japan attacks and depletes the USSR of many Infantry. The USSR is depleted to eight Infantry and six Fighters. However the USSR purchases 6 new Infantry and ups its total to 14 Infantry. Germany attacks and fails to take the Capitol.

Scenario 2: Germany attacks and fails to defeat the USSR. The USSR is depleted to say six Infantry and six Fighters. Without a respite and no new UK Fighters landed, Japan follows with its own attack and wins the Capitol.

This One-Two Punch is vital when there are large numbers of units involved.

An Allied One-Two Punch can occur when attacking Berlin. And with the Allies it can be a One-Two-Three Punch! UK, USA, and then USSR all attacking Berlin.

The Allies have another trick they can do in attacking say Western Europe. The UK can attack and land on Western Europe even if it is only a bare win with only a few land units surviving. America can then land more Infantry AND FIGHTERS! This will increase the defensive capability of the territory a great deal. Even if this force is wiped out the committment by Germany to send forces west does give the USSR a respite or even an opening to gain more territory in the east.


To the Next Chapter: USSR

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