Monday, February 24, 2014

A&A Revised Edition - Game 1 Round 3-6 (Tug of War)


Axis & Allies - Revised Edition
Game 1 Round 3-6 – The Tug of War

Game: Axis & Allies (2004 – Revised 20th anniversary edition)

Where Things Stand

Rounds 3-6 begin the Tug of War phase of the game. The battle lines are clear and there are several hotly contested areas – the territory trade between Germany and USSR, the UK vs, Germany in Africa, and a new front in Norway. This is the stage of the game that features a lot of back and forth action. The Axis captures a territory and the Allies take it back, or vice versa.

Going into Round 3, the National Production Chart, or “Money Board” as I like to call it, looked fairly even. The Axis has done a good job in the first two rounds for closing the gap form a 96-70 Allies advantage to now a much closer 86-80 Allies advantage. 6 IPCs isn’t that different. That’s just one or two units or one battle where the odds are slightly off. This is a close race and the winner of these battles will be heading for control of the game.

National Production Chart Results

Total IPCs (earned & saved)
Start of Round 3


NPC
Start of Round 3


USSR
22


USSR
22


Germany
36


Germany
44


UK
33


UK
24


Japan
39


Japan
36


USA
48


USA
40



Totals:
Allies
103
Totals:
Allies
86 (-10)

Axis
75

Axis
80 (-10)

Axis: +10 NPC (Rounds 1-2)

So while the Allies hold more IPCs for the coming round, both sides have an earning power that is very close. And considering there are difficult to reinforce areas such as Australia and the Middle East, the Axis have many opportunities to increase their earning power.

Victory Conditions: Major Victory (+4 Victory Cities needed to win)
Allies: -2
Axis: +2

Leningrad Captured
Calcutta Captured

The Axis have control of two of the 4 Victory Cities needed. Moscow and London seem like a long way away, but plans are definitely in motion to push further into USSR.





Round 3 Highlights

 


While Germany and USSR are at a standstill, Japan pushes into China, Eastern USSR and Madagascar in order to pick up some easy IPCs.



Round 3 represents another round of victories for the Axis powers. They move quickly into open areas and the Allies have no easy answer. The Allies are building for the future and UK is quietly adding to their navy and looking towards liberating Norway from Axis control.


USA makes their first move in the Pacific and takes over New Guinea. USA is spreading out their navy and seeing if Japan will spread out theirs and engage in a fight. Right now small battles seem easier to win than one large confrontation.

Weapons Development

I have written about weapons development before and my love of Rockets. Rockets are a great a weapon if you have multiple AA Guns and multiple factories in striking distance. This is the exact situation Germany finds itself in. 

Both UK and USA were adding bombers in the first two rounds. Germany is pressed for resources and couldn't afford to do the same. Tired of losing IPCs to Allied Strategic Bombing Raids, they need something to strike back with and they need it now. 

Germany spent 10 IPCs on 2 chances to develop Rockets. After a quick roll of the dice and a little bit of luck -- they GOT IT!

What cost 10 IPCs in research, instantly caused 11 IPCs of damage to the Allies. In one round, it was already paid for and more than worth it.

The big question will be, is that enough to slow down UK as they try to build a navy, and will it weaken USSR enough so that Germany can launch a full invasion.

Round 4 / 5 Africa

Having a factory in South Africa certainly helps UK maintain their position and preserve as many IPCs as possible, but Germany is still able to hold their line as well. This looks to become a back-and-forth region with no clear victor.


Round 4 / 5 Norway

Norway becomes a major battle location as Germany can't stop UK forces from landing and holding their position.


UK's navy grows and Germany's land units weaken. The Allies hope they have their path into Europe and a way to help USSR.





Russia made a move into Ukraine in Round 4 and destroyed half of the German tanks, but now they pay the price and lose their own forces. Hopefully now that Germany is busy fighting in Norway, USSR can have time to rebuild lost forces.


An interesting chase on display here in Round 5. The Australian navy was boxed in earlier by Japanese forces. Here we see several German submarines that have made their way around the South America to help out in the Pacific.


While it might be of little impact to the game currently, it is clearly a sign that the Allies have problems if the Axis have enough of a naval advantage they can take the time for little game such as this.

Japan continues to press into China and Eastern USSR. Russia is weakening all around and the Allies don't have a real answer yet.


Round 6 Highlights


German AA-Guns finally do their job and destroy one of the UK bombers.  Why is this a major victory? Because IPC loses in Africa and German Rockets are finally starting to cripple the UK economy. UK has just enough IPCs for their battle in Norway. They cannot afford to replace this bomber. So while the UK economy is under duress, Germany is now free from one more distraction.


Japan consolidates their South Pacific navy and takes back New Guinea. USA's biggest achievement of the game has suddenly stalled.


Japan makes a big move in eastern USSR as well.


While Round 6 has been tough on the Allies, one silver lining is their North Atlantic navy. Both UK and USA have strong navies and are able to easily land units in Norway now. While the Pacific isn't going well, things seem to be in hand here, and hopefully these fresh troops will help fortify a weakened USSR.

Germany's ranks are spread out and thinned. They still haven't been able to eliminate UK from Africa. Worst of all, a new tug of war has opened up in USSR and Germany is facing defeat in Karelia. There are just too many fights and not enough infantry to defend everything.

National Production Chart Results
End of Round 6

Total IPCs (earned & saved)
Start of Round 3
End of Round 6
Change
NPC
Start of Round 3
End of Round 6
Change
USSR
22
13
-8
USSR
22
21
-1
Germany
36
36
--
Germany
44
45
+1
UK
33
20
-13
UK
24
20
-4
Japan
39
45
+6
Japan
36
42
+6
USA
48
38
-10
USA
40
38
-2

Totals:
Allies
103 / 71
Totals:
Allies
86 / 79

Axis
75 / 81

Axis
80 / 87

Current Winner: Axis (+7 NPC in 4 rounds)

Things are obviously turning for the Axis. Over these 4 rounds, they have taken over the money board AND more importantly they have found ways to take away Allied IPCs though Weapons Development and Strategic Bombing Raids. While USSR earned 22 IPCs, they were only able to keep 13. And while UK has 20 IPCs here at the end of Round 6, Germany will use a Rocket attack to take some of that away in Round 7 before UK has a chance to spend it.

Even though the teams are only 7 points apart in the NPC, they are 10 (or more) apart in actual IPCs. Germany has found a great tool with Rockets, while UK is earning so little they can't afford new Bombers or attempt Weapons Development of their own.

It seems as though the decision to try to develop Rockets in round 3 will turn out to be one of the best decisions of the game. Of course things could have gone the other way if Germany had failed and simply wasted 10 IPCs.