Nothing is writ in stone with this venerated strategy classic, but here are some critical pointers to get you going. Good luck!
Vodka, Bolsheviks, and the key to victory
Any Russian player must realize and accept their fate: they may not be long lived in this game's universe. Such is the price to be paid for being central to all of Asia and her resources. Russians must strive merely to surviveRussia's economy is young and fair by comparison to her western nemesis and could certainly hold off attacks for a great period of time, if it was not being eroded by the Japanese across the eastern steppes. Russia must hold on to as much territory for as long as it may and remain a player (no matter how insignificant that role becomes) until her Allies can come to the rescue.
Specter of a blockade
Initial starting forces and positions predispose her to defensive tactics and very limited supporting strikes against German naval forces and Japanese garrisons on the eastern coastline. The strikes are fairly straightforward and almost routine, but a player should bear in mind the great service these do Allied effortsthe loss of naval vessels in the Baltic Sea cuts down Germany's options for activity, and the loss of even one territory by Japan is a tangible (though minor) setback to its own mainland advances, a setback that also may allow the US to send in aerial reinforcements through Siberia before it is taken. Purchases should favor hordes of Infantry and a single additional Fighter for the defense of the capital, although two Tanks can be tremendously unnerving assets when residing within striking distance of any German territory from the cradle of Russia itself. The Tanks will serve to offer some limited offensive capability to the Russians in case such a desperate opportunity arises, although this is mostly a psychological exercise to disturb and dissuade human opponents.
Russia buys some teeth at the expense of defense-or to bolster it, depending upon your point of view
Only the most astute players will be able to move, in any serious manner, against the Axis forces threatening Smilin' Joe. That isn't to say such is impossible nor extremely beneficial, but the odds of winning such a crucial battle early on are low. Instead, it's best to take targets of opportunity and await Allied reinforcements. On the other hand, one must try to turn the tables on the Germans at some point in time: the earlier this is done the more profound the implications; that is why it is so difficult. It is a big gamble that can backfire with bad dice and cause Russia to collapse far ahead of the normal Axis timetable. 990f the time Russia is doomed if it strays from the ground effort; variety is not Russia's overriding prerogative. Try to hold Karelia SSR.
A vulnerable empire
The United Kingdom has a difficult task ahead of it: in a very short time it will likely lose all of its Asian territories to Japan and Africa may fall to the Korps. From the outset of war the UK is facing two opponents and may decide to focus on defending some very remote lands from them. The loss of these lands can cut IPCs and the war industry in half. Conversely, the Bulldog could just accept this and concentrate on bombing the beejeezus out of the Fatherland.
Making the Berlin run... devastating with the godsend of all special weapons, heavy bombers
Ultimately Churchill must prepare for D-Day. Where this occurs is the question, and a burning concern for the Germans for as long as a substantial fleet resides in the Isles. If a powerful navy is developed the Germans are forced to fortify three very rich territories at the expense of their campaign into Russia. Germany can't reinforce Norway/Finland by land, so it is always a good first-strike foothold.
Even though beachheads help the war effort, the UK must constantly monitor the Russian situation. British airpower is the quickest way for Allies to bolster Russian defenses in Karelia SSR, oft-times the loss of which is the final nail in the Cossack coffin.
The emerging giant
The United States has crap for units on the board compared to the Axis. Usually one breath-holding turn is spent building up before any decisive actions may be taken, actions best focused on establishing a Pacific presence to scare the Japanese. After this is accomplished attention can be paid to sending aid to embattled Russia and on reinforcing British interests in the Isles and Africa.
Patton's desert actions begin, much to the delight of a certain impoverished Ally
The US has it relatively easy and is the deciding player for the Allies. It is paramount that they get to the war as soon as possible, whether assisting in Invasion build-up or forcing the Japanese Imperial Navy to keep pace and expend resources in a gain-nothing stand-off arms race.
4 -6 Infantry, two Fighters, and three Transports in the Atlantic will be sufficient to multiply the Germans' panic and drain their resources, effective even if the forces are never employed. Another advantage to creating this fleet is the capitalization possible after the UK gains any beachheadthey may not be able to land aircraft and such on their newly conquered territories, but the United States can, and long before the Germans have a chance to counter-attack. This successful blow can be a decisive one to the Axis.
Don`t take your North American untouchability for grantedit is a status you must strive to maintain.
A one-in-a-million roll-Russia gains Industrial Technology and thereby threatens the Axis powers anew... don't ever count on such things
By alternating production between the Pacific Fleet and the European air war the U.S. can have a tangible impact. The U.S. must be flexible to changing conditions. An Atlantic bomber offensive can hamper German industry or destroy it in conjunction with concerted British effort, or the aircraft can act as a long-range hunter/killer force against any attempted German naval endeavors, landing in friendly African territory if need be (make sure that this is as temporary a landing strip as possible).
Try to park a naval fleet in the Sea of Japan to retard any transportation attempts to Asia; this can be a very difficult blockade to break through.
Lastly, the Americans' relative isolation lends them the most security for the pursuit of special weaponsjust remember that the rest of the world is depending on you to field forces sometime soon.
A bold attempt to throw the Soviets into chaos in the first round
Asian opportunity
The Emperor's needs are very simple to understand: expand quickly before the United States crushes you. To do so the Imperial Army must move onto the Asian continent and hammer Russia and the UK.
Japan should grab for as much Asian territory as possible as soon as possible in order to help Germany knock Russia out of the war. Japan is also the only Axis country with a firm base from which to launch strikes en masse against British colonial intereststhis is vital to sabotaging any bomber offensives of import or for Invasion plans. This does not supersede the importance of thrusting the Soviets into poverty, however, and every effort should be made to do so. For the most part (again excepting targets of opportunity) ignore island warslet the US expend considerable time and resources taking territory of little value while you pursue the big prize. Perhaps a factory on the mainland would expedite the whole conquering process, assuming that a powerful Transport-laden fleet in the Sea of Japan is a remote or temporary reality.
The wolves and the fortress
The Hun needs to take Russia out ASAP. If they do so and still retain all of Europe, the game has likely been decided.
The vice
Players should either build up for an assault on the Caucasus or Karelia or launch an attack immediately on either. Karelia is the real prize since its resident enemy forces can strike at any critical territoryboth Russian and Germanand since it possesses a Factory bordering on the Russian capital, but the Caucasus is the easier victory. Karelia will be well-defended and its AA gunners seem to be uncannily lucky against the Luftwaffe, so choosing the Caucasus as a target allows you to maximize the effectiveness of your airpower without risking their impotent sacrificeyou'll need them later against the UK and in Africa. Remember that Karelia gives the limited Russian armies tremendous latitude in choosing their targets... it must be taken. Crank out the Tanks to storm the Eastthey can reach the front far faster than Infantry, who are horribly outnumbered by the time they arrive at the front anyway. Attack!
Staving off collapse, the Russians launch critical counter-offensives in the east: forcing the Japanese player to advance slowly, suffer for every gain (single Infantryman tripwires), and retake previously conquered terrain buys the Allies valuable time
Don't worry too much about losing Norway/Finland. Make up for it in Africa and the USSR.
In your first turn utilize air power in conjunction with your small navy to hammer away at UK vessels in the Mediterranean in order to delay an invasion build-up and/or to force a change of strategy onto the Allies. Devote minimal resources to naval efforts until Russia is dead, or lose them quite rapidly to the Spitfires and DeHavillands, if not to the British surface fleet. Try to build a few Transports & Submarines in Southern Europe to psych-out the Allies and to provide situational flexibility for sudden African maneuvers. This is very effective if you managed to retain fighting vessels in the vicinity.
Final nattery
No matter what your national allegiance, pay heed to the designer's advice to cooperate and coordinate with friendly countries or be pounded into the rocks by those that do. Sound strategic planning can go a long way towards counterbalancing desperate odds and impending doomsday.
Pacific standoff: neither fleet risks moving into first-strike range of the other's submarine forces, turning this battle into a stalemate
Though Axis & Allies is a classic design, several options are selectable for greater depth and variety of play which are of immeasurable value in enhancing any experience with other players or against the computer, regardless of win or loss. Two-Hit Battleships make the 24 I.P.C. units more like the dreadnoughts they were, Paratroop Units give Bombers an added facility, Always Active AA Guns generates a more realistic and nail-biting airborne atmosphere, and Submerge allows Submarines to act like Submarines, all without altering the delicately crafted play balance. Some options, like Aerial Retreat of airborne units, just make sense. If these options are used one ought to activate all of the options that were active by default under the 3rd Edition Rules setting to take advantage of some genuine rules fixes, modifying from there on as you see fit. Of course, this is all up to individual Generals and Admirals; far be it from this peace-loving soul to dictate terms and conditions of play... unless all of Africa and half of Asia happen to be under my benevolent gray heel at the time. |