Axis & Allies - Revised Edition
Game 1
Game 1
Pregame Thoughts
Game:
Axis & Allies (2004 – Revised 20th anniversary edition)
Introductory Notes:
The Axis & Allies Anniversary Edition represents a version that I
have probably played the least. Not only that, but it’s also been the longest
since I’ve played it or even looked at the board. For many reasons, this is a
good thing for the purposes of running this playthrough. I don’t remember the
exact rules for this edition. I have no preconceived strategies that I will be
bound to follow. So while I know the basic game mechanics, I should be able to
come to this game with fairly fresh eyes. I want to try some wild ideas and will
probably screw a few things up along the way. Hopefully I won’t make a killer
error early in the game that makes the whole thing totally unwinnable for one
side.
I will document and photograph most of the major moves early on, to try
to illustrate my learning curve for the game and reveal my thought process and the
decision making process each country is faced with while either winning or
losing. I will abbreviate later rounds so that this doesn’t take too many posts
to cover, but will still include major thoughts when certain strategies succeed
or fail.
Victory Conditions:
Major
Victory – either side must control 10 Victory Cities at the end of USA’s turn.
I
chose a Major Victory instead of a Minor Victory because I wanted a longer game
where I could try more ideas out without totally screwing up and losing the
game because of one or two bad decisions.
Opening Strategy:
USSR:
1.
Defense vs. Germany is priority number one, but we have to divert some funds to
prop up some sort of defense against Japan and possibly Germany coming through
the Middle East.
2.
Get something into China / Middle East / India. 1 Infantry per space? That’s 9
IPCs that won’t go to stop Germany? Can we afford that? Too many IPCs going the
wrong way?
3.
Moscow as the key hub – can we 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’t invade
Moscow. But will Germany slowly grow too strong to keep this up? They earn
more IPCs and this strategy does nothing to counteract that.
Germany:
1.
Invasion of USSR. Taking two capital cities means minor victory achieved.
2.
Secure the Mediterranean Sea and invade the Middle East. Puts pressure on UK
there and takes away their flexibility of strategies. If we can make UK one
sided in their actions, then at least they will be predictable to defend
against.
3.
Must send something to Africa to chip away at UK there as well. South Africa is
many rounds away, but we can pick up vital IPCs along the way.
4.
There is just about no way Operation Sea Lion will work early on. We must
cripple the UK economy to ever have a chance at this. Bombers for Strategic Bombing
Raids. Or possibly Rockets Weapons Development.
5.
Defense vs. US / UK. Build submarines to chip away at their navy. Build
infantry to guard France.
6.
Low priority idea / Goals for later rounds. Operation Sea Lion or reaching
India, but a lot of this will depend on if UK fails in rolls or falls apart
somehow.
Victory Conditions
Minor
Victory, need 2 Victory Cities.
Major
Victory, need 4 VCs.
VCs
1-2: USSR
VC
3: Calcutta (Japan’s responsibility)
VC
4: What will it take to win this game? London seems more likely than taking part
of USA. (Is the USA an impossibility?)
Biggest
problem is how to win. Is it even possible to win when you have to do something
historically impossible (or best case scenario highly improbable).
Historical / “What if” fiction Lessons
I wanted to base German strategies off of things I have read from history books as well as Alternative History fiction. Some of this is impossible to use within the setup and gameplay of this edition, but I wanted to at least think about it.
1.
Operation Sea Lion is considered to have been basically impossible to pull off.
It just was never going to happen with Germany’s resources and the basically trouble of
getting troops across the Channel.
This
edition of the game starts in 1942, at a point past when Sea Lion was even
considered. So one winning condition isn’t even historically possible.
2.
Germany shouldn’t have fought USA (but again, you can’t not declare war in this
game). Maybe the best strategy is to try and win quickly and ignore USA. Is
this possible in this game? It will take 2-3 rounds at least to have a shot at
taking USSR out. How many more rounds to take UK? How powerful will USA be by
then if completely ignored?
3.
Germany should have focused more on Africa and the Middle East to apply
pressure on UK to surrender. Technically there is no surrender in this game,
but if things are going poorly enough, UK might concede.
UK:
1.
Capital cities must be protected – cannot allow Operation Sea Lion to occur.
2.
Bombers for industrial raids on Germany. Cripple their economy, cripple their
ability to invade USSR or UK island.
3.
Factory options: we must build more units on the mainland so we don’t have to
build transports to ship them from the
mainland. South Africa vs. India vs. Australia. Depending on what Japan does,
some of this choice might be made for us. South Africa is good to help secure
our IPCs. India is good to help fight Japan. Australia is interesting because
we can build naval unites to partner up with USA.
Japan:
1.
First goal is China.
2.
Second goal is India.
3.
Must plan on a defense vs. USA. Can we build enough submarines? Can we send our
navy to threaten India or Australia? Will that draw the USA into fighting us there,
so we can secure Asia? Or if we spread out, will the USA simply concentrate on
Japan.
4.
Long term goal is to pressure UK everywhere we can. This will help Germany,
pick up extra IPCs and it will be hard for UK to reinforce Australia.
5.
If things go well, South Africa could be a goal.
USA:
1.
Goal 1 is simple -- 50 / 50 IPC split between the Pacific / Atlantic. This way
we can help in both areas and can be flexible with goals depending on what
happens with other countries.
2.
Drop men into Russia if possible. Does this mean a large navy in the pacific
and landing in Soviet Far East? Or maybe transporting men to UK and then on to
Norway?
3.
Island hopping in the Pacific. Take away Japan’s IPCs.
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