Friday, April 25, 2014

A&A Europe - Pregame Strategies


Axis & Allies Europe (1999)

Pregame Strategies

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



Opening Strategy


Germany:
In this edition, more so that in others, speed and expansion are critical. The Allies far out-earn Germany. This is not an easy game to win and Germany must act quickly and get lucky.

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.


1. Invasion of USSR. Germany must get to Moscow. Leningrad and Stalingrad are of little value as far as IPCs go and if taken, Germany can only build 1 unit per turn in these locations. If Germany can take them easily, it is good to take away locations where USSR can build an unlimited number of units and transfer other Allied pieces to USSR pieces.

2. The Battle against UK. Germany has the naval advantage to begin with, but USA & UK earning power will make it difficult to obtain enough of an advantage to successfully mount a proper invasion. Still, Germany must occupy UK and force them into building units to protect themselves as opposed to building to help USSR.

3. The Battle of the Atlantic. Target Convoy spaces. Build submarines and target all transports. Must make it difficult to transport Allied forces into Africa and Western Europe.


4. The Battle for Africa and a route into the Middle East. Germany needs the Africa IPCs plus the Middle East to compete economically. By taking IPCs directly from the Allies, Germany has a chance to even the game. If Germany fails in the Middle East, Allied earning will be too difficult to overcome.


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 we 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:
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. Early rounds usually involve building infantry to protect UK, a few naval pieces to help USA in the Atlantic and a few fighters for attacking, defending, or for transferring it USSR.

1. Atlantic.
    a. Fighters and Naval units to battle Germany. Hopefully setting up--

2. Landing Attacks.
    a. Norway.
    b. Europe.

3. Africa / Middle East: This is a crucial area and not easily reinforced. UK must use their limited navy and land units to slow Germany until USSR can help reinforce the area or USA can land in Morocco.


4. Transferring units to USSR: A later round strategy. This can mean sending land units to USSR through Norway and Finland, or landing fighters directly into Leningrad.


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 this game, USA has 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.
Some common options:

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.


Thursday, April 17, 2014

Variations on Convoy Disruption

Convoy Disruption:


Winning the War with Alternate Convoy Rules



Introductory Notes 


I am a big fan of the convoy rules in the original Europe and Pacific games as well as the 1940 editions. Convoys add additional strategy to the game and to naval battles. Nations have to protect land territories as well as sea interests. It forces you to build for land and sea. And it’s one more way to attack opponents, besides simply using the more traditional Strategic Bombing Raids.  If played correctly, Convoy Disruption and Strategic Bombing Raids can be used in tandem to essential take away an opponent’s entire economy. As satisfying as it is to invade a victory city, it is just as exciting to render the enemy’s economy impotent and turn another player into a bystander while the game continues without them.

When the concept was introduced in the original Axis & Allies Europe and Pacific games, it was mainly a way for the Axis to even the NPC earnings a little bit. There were not enough Convoy Centers on the board to render USA or USSR helpless. It was still a nice addition for strategy, and a way for German or Japan to delay the enemy while other conquests took place, but it wasn’t going to win the game.

There were, however, enough Convoy Centers in AAE so that Germany did have the opportunity to (almost) entirely cripple the UK economy.  16 out of 25 UK IPCs came from Convoy Centers. Based on the rules at the time, Germany didn’t even have to leave a unit in the Convoy Center. They could take away the IPCs while their navy moved on to fight other battles. The way the game was set up, Germany basically had to try and take away the 16 UK IPCs. It effectively removed UK from the game and lowered their earnings to the point that Operation Sea Lion could be attempted.

The AA 1940 Editions altered the rules in several ways. Every nation now had Convoy Centers. Axis and Allies alike could lose IPCs. Also the method of disruption changed – nations had to leave naval units in the sea space in order to cause the disruption. Later revisions also added dice rolling in order to determine if the disruption took place and just how many IPCs were lost.

AAE 1940 First Edition Rule

Each disrupted convoy can’t lose more IPCs than the total IPC value of controlled territories or islands adjacent to the sea zone.

AAE 1940 Second Edition Rule

Each disrupted convoy can’t lose more IPCs than the total IPC value of your controlled territories adjacent to the sea zone. Also, no single territory can lose more IPCs than its own IPC value from multiple disrupted adjacent convoys (for example, Scotland cannot lose more than 2 IPCs from disrupted convoys in sea zones 109 and 119). After these limits are applied, the final total is subtracted from your income for the turn.


Starving UK into Defeat 

In 1939, Cambridge physiologists conducted experiments to see if UK could actually be starved into surrendering to Germany. At the time UK relied heavily on food imports for their survival and the German U-boat threat was very real.

AAE 1940, this threat was considered so important that an alternate rule was even provided in the rulebook. 1st Edition rules included the Churchill quote “The only thing that really frightened me during the war was the U-Boat peril,” to help justify the optional rule to have German submarines cause 3 IPCs of damage, per submarine, instead of 2.

In reality, the study concluded that through proper rationing Britain would survive and “could stay fighting fit even if all food imports were lost.” While rationing did occur, USA and Canada were able to run the blockade Britain survived. You can read more about this study here: Laura Dawes wrote about this on The Guardian and George Dvorsky wrote about it on io9.



Using the Starvation Scenario in Gameplay 

Reading about the study instantly made me want to play a game where I, as Germany, could defeat UK entirely through convoys. But what rule changes would need to take place in order to provide Germany with this chance? Could you render your opponent ineffective? Could you make up a way to win the game simply by starving them out?
 
Optional Convoy Rule for Germany

The convoy rules of AA 1940 makes it so that Axis naval pieces must spread out to convoy centers around the map (Egypt, Canada, Africa, etc.). I wondered if you could revalue the two convoy centers in sea spaces 109 & 119 so that Germany could effectively eliminate UK with just these two spaces.

Instead of tying the amount that can be convoyed to the adjacent land territory IPC value, it would be very easy to simply remove the limit when it comes to Germany convoying UK. Instead of Germany being able to convoy only 8 IPCs from UK in these two spaces, they would now be able to convoy as many IPCs as possible.

Using AAE 1940 2nd Edition rules, Germany will still need enough warship units to convoy the entire UK economy. This would still mean that Germany needs at least 8 or 9 warships, all rolling at “3” in order to disrupt all UK IPCs. Or it might mean they need 15-20 (or more) for situations when their rolls are only “1” or if “4” or higher is rolled, since “4” or higher rolls are ignored.

While it is less than likely that Germany could build a navy this large (early in the game), this rule alternation reemphasizes the danger of the German submarine blockade and allows for the chance of a memorable UK defeat. 

Drawbacks would stem from this being a very one-sided strategy. Germany would have to build all navy and mostly ignore the Russian frontier. This could create game scenarios where UK is effectively removed from play without Germany ever needing to fight a land battle or attempt Sea Lion. It could also mean that USSR barrels through Eastern Europe while Germany was too busy building navy. This scenario also forces UK and USA to focus first on the Northern Atlantic before pursuing other strategy options. 

Additional Victory Condition 

I am always looking for alternate objectives to use as Victory Conditions. This scenario could provide an additional way for Germany to win the game. What if they were able to convoy the entire UK economy before USA or USSR were even in the war? While the aforementioned study indicated UK could survive a prolonged blockade, altered gameplay does not have to be beholden to real world conditions. 

This would take an amazing amount of effort on Germany’s part to convoy the entire UK economy. They would need to destroy the entire UK navy, while building enough of their own navy to reach these two UK Convoy Centers. This would take dedication on the German player’s part, luck in battle in order to destroy all UK naval pieces protecting the Convoy Centers, and the luck of dice rolls to actually convoy enough IPCs to succeed. AND do it all before USA or USSR enters the war? So essentially this would mean Germany must complete all of this within the first 3 rounds of gameplay. Maybe they can get into place and attempt it on Germany Round 2, but likely they will only have one attempt to succeed on GR3.

Not likely. Not likely at all. But something fun to try. Win the war without EVER fighting a SINGLE land battle? I love that idea.