Saturday, May 24, 2014

A&A Europe - Game 2 - Pregame Strategies

Axis & Allies Europe (1999) 

Pregame Strategies

Game: Axis & Allies Europe (1999 Edition – 2nd Edition updates)
 


Post-Game 1 Thoughts


For Game 1 Germany's first goal was to try and even the money-board and level IPC earning power between the nations by taking advantage of the Middle East rules and the Convoy rules. Germany would build submarines -- the cheapest naval unit -- in an attempt to slow and delay USA in the Atlantic. Germany would then invade USSR in later rounds, hopefully after successfully increasing their earning power and crippling the Allies.

You can read about my first game here: German's Last Chance, Post-Game Thoughts. Or I save you the time and simply say -- Things DID NOT work out. Germany moved too slowly and could not match the Allied earning power. The battle for the Atlantic lasted 4 rounds, but USA earning was too great. And by that time Germany has spent so many resources on the Atlantic, they did not have the adequate strength invade USSR. 

This is not an easy edition of the game to win as Germany, and my first game was a failure.

Looking ahead to Game 2, Germany must act more quickly in taking away Allied IPCs and hopefully get a little more lucky with the dice rolling.

There are three basic directions Germany can go: 1. Successfully invade USSR. 2. Successfully invade UK. 3. Even the money-board and level earning power between the nations by taking advantage of the Middle East rules and the Convoy rules.

Opening Strategies


Germany:

1. Increased focus on Operation Barbarossa -- It is too difficult to build sufficient navy to invade UK. Victory comes through invading USSR and reaching Moscow.


Move fast and keep a single focus -- Germany must reach Moscow. Germany can lose France and still win the game as long as they control Germany and Moscow. Dividing forces and trying to fight in too many places only leads to failure in multiple places.

Secondary Goals

2. Take Leningrad and prevent the other Allies from providing USSR with extra air units.

3. Special Cash Advance -- Germany receives a Bonus 12 IPCs to be spent prior to the beginning of round 1. In Game 1, Germany used these IPCs to build in Tunisia to help in the attack on the Middle East. In Game 2, Germany's focus is USSR. Specifically, Germany places extra men in Finland. There they can assist in the march towards Leningrad or help defend Norway in case of a UK landing attack. 

4. Germany will target all transports to try and delay any Allied landing forces from reaching Africa and Western Europe. But most resources will go east to aid in the battle against USSR. 

USSR:

1. Focus only on defense against Germany. Don't get trapped into defending every space. Attack and retreat, open routes for Allied units to land in USSR for reinforcement. 


If USSR can simply slow Germany down, there is little need to attack. Let USA and UK wear Germany down and slowly take away IPCs. If things go well, all USSR has to do is survive.

2. Using the city territories at attack points – create a back and forth of attacks and retreats. Build up a large tank brigade and fighters so USSR can strike and destroy German infantry, but keep falling back as necessary. This way Germany can move into the Baltic States and Eastern Poland, but hopefully their offense stalls well before reaching Moscow.

3. Taking advantage of the city territories and special factory rules. Be willing to sacrifice a city for a turn or two, but keep large armies intact for eventual counterattack and to protect Moscow. Germany won't be able to build

4. Taking advantage of Allied units in USSR. If UK and USA can land fighters and bombers, USSR gains strong attacking and defensive units. Then all USSR IPCs can be spent on infantry.

UK:

1. UK doesn't begin with enough IPCs to combat Germany everywhere, so they have to pick their strategy carefully and protect themselves against any attempted Operation Sea Lion attack. 

2. Special Cash Advance -- Similar to the Germany, the Allies receive a Bonus 12 IPCs to be spent prior to the beginning of round 1. The Allies can split this or one nation can spend it all.

Because of the special rules on the Middle East and the difficulty of getting more Allied units there to help defend, the Allies agree to let UK spend the full 12 IPCs in the Middle East and reinforce Egypt and Palestine.

  
3. Transfer air units to USSR. This strategy worked well in Game 1, so UK plans to focus on this. They will spend to help protect USSR and leave the protection of the Atlantic to the USA.

USA: 

This game often allows USA to play a simple supporting role. Because USA moves last, much of their strategy ends up being reactionary. This can be different from other editions of AA where the USA player must have grand strategies and often must take on more of the heavy lifting. In this edition, USA can simple react to Germany's moves and strike where Germany is weakest. 

Going into Game 1, USA had simple goals: react and counter Germany in the early rounds, and then get support troops to UK and USSR to help protect Allied capitals from invasion.
 
This worked well before, so USA plans a similar strategy.

1. Navy First: USA has the resources to spare, so their first job is to out-build Germany and win the battle for naval superiority in the Atlantic.
     a. Clear the Atlantic of German submarines.
     b. Protect Convoy spaces.
     c. Prepare for land invasions.

2. Land invasions: the best choice is usually obvious based on German weakness.
     a. Landing men in Norway with the goal of taking German IPCs and sending men to USSR.
     b. Landing men in UK for added defense.
     c. Landing men into Europe for a direct attack on Germany (usually in later rounds).
     d. Landing men into Africa with the goal of taking German IPCs, opening a path to Italy, or 
         the Middle East.

3. Air Force: USA has enough resources they can also add in extra air force units.
     a. Bombers to attack German factories.
     b. Fighters to help defend UK and attack German surface naval units.
     c. Extra fighters to transfer to USSR to help build their attack and defense capabilities.

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