Axis &
Allies - Revised Edition
Game
1 Round 7-9 - The
Tipping Point
Game: Axis & Allies (2004 – Revised 20th anniversary edition)
Where
Things Stand
The war marches on. For 6 rounds the Axis have had their way with the
board. They have expanded into Asia, expanded into Africa and expanded into the
Soviet Union. The Allies have been reeling backwards, trying to find a way to
make a defensive stop and draw a line in the sand against Axis aggression.
Finally, UK and USA have found a way into the battle against Germany.
The Allies control Norway and the North Atlantic. They can ship land units in
to help reinforce USSR and hopefully to attack against the Axis. Finally,
things seem to be in balance in Africa. UK has held on and it seems as if
Germany won’t have the resources for total domination here.
Still, problems persist. The Allies have no answer for the Japanese
navy in the Pacific. And while their bombing raids have slowed down Germany,
German Rockets have done the same to UK. A nice equilibrium has been found in
Europe and it looks as if the Allies have several battle lines established. But
they need victories. They need a round of battles to go their way, for the dice
to go against the odds and get things back in their favor.
I call this stretch of the game “The Tipping Point.” The game’s direction
usually becomes clear around this time. The winner starts to pull ahead in
territory, military might and more importantly on the money board. Things will
either continue to slowly snowball for the Axis, until it is too late, or the
Allies will find their answer and fight back.
National
Production Chart Results
End
of Round 6
Total IPCs (earned & saved)
|
Start of Round 1
|
End of Round 6
|
Change
|
NPC
|
Start of Round 1
|
End of Round 6
|
Change
|
USSR
|
24
|
13
|
-11
|
USSR
|
24
|
21
|
-3
|
Germany
|
40
|
36
|
-4
|
Germany
|
40
|
45
|
+5
|
UK
|
30
|
20
|
-10
|
UK
|
30
|
20
|
-10
|
Japan
|
30
|
45
|
+15
|
Japan
|
30
|
42
|
+12
|
USA
|
42
|
38
|
-4
|
USA
|
42
|
38
|
-4
|
Totals:
|
Allies
|
96 / 71
|
Totals:
|
Allies
|
96 / 79
|
||
Axis
|
70 / 81
|
Axis
|
70 / 87
|
||||
Current Winner: Axis (+17 NPC
in 6 rounds)
|
The
money board doesn’t lie. The Axis have gained +17 in earning power. This trend
has to be stopped.
Victory
Conditions (Major Victory +4 Victory Cities):
Allies: -1
Axis: +1
1. Calcutta
While the Axis are earning more IPCs currently,
they have lost one of their victory cities. This is a tremendous bonus for the
Allies right now. While they have suffered many loses, they aren’t in any
immediate danger of defeat. They just need to hold on to this advantage and find
ways to chip away at the Axis advantage.
Round 7-9 The Fight to Crush USSR
Germany decides to wait to try and regain Karelia and its Victory City
of Leningrad. What they want to do now is take away Caucasus from the USSR.
There are several reasons for this – it will take away a major chunk of USSR
resources, destroy the strength of USSR’s tank brigade and with it, their
ability to counterattack against Germany.
This territory will serve as a connecting point to the Middle East and to Japanese territories.
Germany now controls multiple routes to Africa and Japan can transport men into Europe from India and assist in defeating USSR and taking back Leningrad.
Round
7-9 Conquest of the Pacific
Japan expands and solidifies its hold on the Pacific.
First Japan takes over all of Australia...
Then Japan engages in a series of minor naval confrontations with the USA.
Their next goal will be to finally destroy the last of the USA west coast
navy and assume total dominance over the Pacific Ocean. If they can do then,
then Japan can take its navy and begin chipping away at Canada, Mexico, or
America itself.
Round 7-9 Allies Strategy
The Allies have to look back at this point in the game and consider all
they had done wrong and try to find ways to fix things and fix them fast.
It seems as if UK will hold onto parts of Africa and Norway. It seems
as if their navy will be able to transport men and help defend USSR.
USA will have to build men in Western US to defend against Japan, but it seems as if they will be able to continue getting men and planes into USSR and possibly new units into Africa.
USA will have to build men in Western US to defend against Japan, but it seems as if they will be able to continue getting men and planes into USSR and possibly new units into Africa.
No matter what, the Allies have a long road ahead and have to look for
something drastic that will help turn this game around.
Round 9 Weapons Development
The Axis have been making major gains throughout the game. While German
IPC is taking a hit from Allied bombers, it still seems like they are at a safe
enough advantage to spend 5 IPCs on a weapons development roll. If they break
the odds, it will be a nice gift, if they fail, it is doubtful that at this
point, those 5 IPCs would significantly change the game.
Germany tried for Super Submarines (subs now attack at a 3) and as luck
would have it, they rolled a 3. Germany doesn’t have many subs on the board,
but they might have just found their answer to the UK, USA navies.
Inspired by how easy German made it look and how well their war is
going in the Pacific, Japan spent the IPCs and chased the same Super Subs.
And in ridiculous fashion, they too broke the odds and got it. With
total control of the Pacific at hand and a new power to help them destroy USA’s
Atlantic fleet, it seems as if Japan might be looking at a total victory on
both sides of the board.
Round 7-9 Axis Dominance
During these rounds the Axis powers have effectively removed half the
board from play. The Pacific is controlled by Japan. The game is now set solely
in Europe. While Germany isn’t in a place to assume victory, things seem to
have settled into an easy to predict back and forth in set territories.
They Axis are earning far more IPCs than the Allies. They have the
advantage of Weapons Development. It seems as if it is just a matter of time...
National
Production Chart Results
End
of Round 9
Total IPCs (earned & saved)
|
Start of Round 7
|
End of Round 9
|
Change
|
NPC
|
Start of Round 7
|
End of Round 9
|
Change
|
USSR
|
13
|
11
|
-2
|
USSR
|
21
|
12
|
-9
|
Germany
|
36
|
33
|
-3
|
Germany
|
45
|
44
|
-1
|
UK
|
20
|
22
|
+2
|
UK
|
20
|
22
|
+2
|
Japan
|
45
|
52
|
+7
|
Japan
|
42
|
51
|
+9
|
USA
|
38
|
37
|
-1
|
USA
|
38
|
37
|
-1
|
Totals:
|
Allies
|
71 / 70
|
Totals:
|
Allies
|
79 / 71
|
||
Axis
|
81 / 85
|
Axis
|
87 / 95
|
||||
Current Winner: Axis (+8 NPC
in rounds 7-9)
|
Victory
Conditions (Major Victory +4 Victory Cities):
Allies: -1
Axis: +1
1. Calcutta
When to End a Game?
This is always a good question to ask. When has the game gotten out of
hand and the end is in sight? When does one team finally feel like they have no
chance of winning? When is it better to concede and prepare for the next game?
The Allies have certainly fallen into a deep hole. Their strategies
have failed, rolls have not gone their way, and the Axis keep getting stronger
and stronger. The Axis have a clear path to take over all remaining, easy to
grab territories, and the Allies have no way to get them back. All they can do
is hold on to what they have and hope some major battle goes their way.
Looking at the events of the 9 rounds and at the money board it is
evident that events have worked consistently in favor of the Axis. Even though
they only control 1 additional Victory City, it certainly seems like everything
has tipped in their favor.
So why haven’t the Axis won yet? In this game, a Major Victory comes
with 4 additional Victory Cities. Even with things going their way, this goes
to show just how hard it is to win certain Victory Cities and just how long and
difficult a process it really is to get units into place to challenge strongholds
and capitals like Moscow or London.
Normally, if this were a regular game amongst friends, the Allies would
have to seriously consider ending this game. With no clear strategy other than
holding on and hoping, it would simply be a waste of time to play things out.
But, there are strategies to be learned, even in defeat. There are new ideas to
test that might be implemented in a future game. Plus, it is very very rare
that anyone actually plays the whole game through. Most people I have ever
played with all agree when enough is enough. For documentation purposes, there
is some extra value in finishing the game, simply to have actually done it.
So I will continue this game and document interesting battles and
strategies that might be useful in later games. That said, I do believe that
barring several rounds of breaking the odds and winning some amazing battles,
this game really has been determined. The Allies are crumbling and the Axis are
asserting their strength all over the game board. 9 rounds are usually enough
to get to the tipping point.
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