I've actually played this board game and found it to be rather difficult your first time around. Think RISK, only much more in depth and better rounded. Anyhoo, apparently they're making a comp version of it:
http://www.bluesnews.com/cgi-bin/articles.pl?show=608
My housemates will be glad to hear this (one of them's a nut about this game).
Axies and Allies
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- THE JEW (RaVeN)
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Axies and Allies
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- THE JEW (RaVeN)
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Just played this again and found these strategies to be quite worthwhile:
US:
-either build a factory in China (men and planes) or build up a huge naval fleet in the Pacific (LA). If you play it right, you can do both but it's difficult
-unless Germany attacks Britain first (ignoring the Russian front), worry about the Pacific as the Brits can defend themselves
-blockade Japan as soon as possible
-ignore most of the cr@ppy islands, but take one to setup base (ie. one close to Japan)
-take Manchuria and surrounding if the Russians don't
-forget launching from Brazil--it usually fails as it takes too many turns and, really, then you've made Africa your main target (which is a small potato, overall......just forget about Africa).
-if you take Japan, use it as a launching platform to steam towards Germany
-overall, wipe out Japan and rush to help Moscow
Russia:
-take Manchuria your first turn
-attack Germany on one of the two main fronts--this is key if the Allies want a hope of winning
-pump out men like mad to defend against Germany. Advance as far as you can into Nazi Germany because they'll do the same to Russia
-take out as many Japs as you can and try to blockade Japan or the war will become two fronts for you as well
-tanks and men are your focus. Your navy is neutralized by the UK blocking it, Germany will likely have a better air force, Japan is too far away to take over (just defend against it), and the land is where the majority of your battles will place.
Germany:
-throw everything at the Russian border--planes, tanks, bombers, men, fighters.....pretty much whatever can make it. It's advised to take Stalingrad for the factory, but the one right on the border beside Moscow is also good. Take the fight to the Ruskies.
-take as much ground in Africa with your few characters at the start. They're not worth much, but money is money.
-throw men in France to defend against Britain, but not much more
-blockade Britain with at least 5 subs or so as soon as you can. It nulifies their navy. AA on the coast and they're toast.
-when you have leap-frogged 45 production points, consider heavy bomber tech. With it, you basically nullify the Brits and prevent a US land invasion
Japan:
-get onto the mainland. If the US hasn't built a factory, annihilate them. Take over the east part and try to meet up with the Germans to pincher the Russians.
-invest in a large enough navy or air force to prevent a US blockade (subs or fighters depending on how much $$ you have)
-heavy bombers for you and the US is neutralized in the Pacific
-take Siberia and then/or take Alaska. The US is then split and yours.
-take Australia if the US was stupid and forgot the Pacific theatre
-landing in Africa will likely take too long. Let the Brits and the Germans p!ss over it.
UK:
-hit western Europe with everything your first turn. Both battleships (Atlantic and Mediterranean) and everything you can fly or land. Taking the west is key if you're going to make a decent 2 front war for Germany
-take as many African nations with your original characters as you can. The same rules that apply to the Germans apply to you.
-once you take Sweden and/or Western Europe, transport back the AA at the end of your turn. Germany will no longer be able to use them and you'll have an armada of AA.
-try to get landed and/or use India to head towards the Japanese. The US, UK, and Russians combined should be able to stop the Japs from pinching Russia with Germany. This allows the US Navy/Air Force to mop up Japan and get landed to steam towards Germany.
General Tips:
-blockade, blockade, blockade. Even if it's a simple transport ship, place something in their waters. It will limit their options and slow them down at least a couple turns
-heavy bombers. More so for the axis, but these win the war at the end of the game
-men for defence....even against aircraft. Odd, but that's the way the dice fall
-the first round, come out with guns blazing. Even if you feel its a stupid move, remember most of the game falls down to rolling dice. So you'll either be lucky or......not. The sample size of rolling dice isn't all that large, so you're better to maintain an attitude of fortune rather than statistics.
-work with your partner. Starcraft back-stabbing doesn't work here at all
US:
-either build a factory in China (men and planes) or build up a huge naval fleet in the Pacific (LA). If you play it right, you can do both but it's difficult
-unless Germany attacks Britain first (ignoring the Russian front), worry about the Pacific as the Brits can defend themselves
-blockade Japan as soon as possible
-ignore most of the cr@ppy islands, but take one to setup base (ie. one close to Japan)
-take Manchuria and surrounding if the Russians don't
-forget launching from Brazil--it usually fails as it takes too many turns and, really, then you've made Africa your main target (which is a small potato, overall......just forget about Africa).
-if you take Japan, use it as a launching platform to steam towards Germany
-overall, wipe out Japan and rush to help Moscow
Russia:
-take Manchuria your first turn
-attack Germany on one of the two main fronts--this is key if the Allies want a hope of winning
-pump out men like mad to defend against Germany. Advance as far as you can into Nazi Germany because they'll do the same to Russia
-take out as many Japs as you can and try to blockade Japan or the war will become two fronts for you as well
-tanks and men are your focus. Your navy is neutralized by the UK blocking it, Germany will likely have a better air force, Japan is too far away to take over (just defend against it), and the land is where the majority of your battles will place.
Germany:
-throw everything at the Russian border--planes, tanks, bombers, men, fighters.....pretty much whatever can make it. It's advised to take Stalingrad for the factory, but the one right on the border beside Moscow is also good. Take the fight to the Ruskies.
-take as much ground in Africa with your few characters at the start. They're not worth much, but money is money.
-throw men in France to defend against Britain, but not much more
-blockade Britain with at least 5 subs or so as soon as you can. It nulifies their navy. AA on the coast and they're toast.
-when you have leap-frogged 45 production points, consider heavy bomber tech. With it, you basically nullify the Brits and prevent a US land invasion
Japan:
-get onto the mainland. If the US hasn't built a factory, annihilate them. Take over the east part and try to meet up with the Germans to pincher the Russians.
-invest in a large enough navy or air force to prevent a US blockade (subs or fighters depending on how much $$ you have)
-heavy bombers for you and the US is neutralized in the Pacific
-take Siberia and then/or take Alaska. The US is then split and yours.
-take Australia if the US was stupid and forgot the Pacific theatre
-landing in Africa will likely take too long. Let the Brits and the Germans p!ss over it.
UK:
-hit western Europe with everything your first turn. Both battleships (Atlantic and Mediterranean) and everything you can fly or land. Taking the west is key if you're going to make a decent 2 front war for Germany
-take as many African nations with your original characters as you can. The same rules that apply to the Germans apply to you.
-once you take Sweden and/or Western Europe, transport back the AA at the end of your turn. Germany will no longer be able to use them and you'll have an armada of AA.
-try to get landed and/or use India to head towards the Japanese. The US, UK, and Russians combined should be able to stop the Japs from pinching Russia with Germany. This allows the US Navy/Air Force to mop up Japan and get landed to steam towards Germany.
General Tips:
-blockade, blockade, blockade. Even if it's a simple transport ship, place something in their waters. It will limit their options and slow them down at least a couple turns
-heavy bombers. More so for the axis, but these win the war at the end of the game
-men for defence....even against aircraft. Odd, but that's the way the dice fall
-the first round, come out with guns blazing. Even if you feel its a stupid move, remember most of the game falls down to rolling dice. So you'll either be lucky or......not. The sample size of rolling dice isn't all that large, so you're better to maintain an attitude of fortune rather than statistics.
-work with your partner. Starcraft back-stabbing doesn't work here at all
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¨˜”°º•[K]•º°”˜¨
****(_]/_____________\[_)
***** /(__)==JEW==(__)\
***** |=o__________o=|
***** |_|====---====|_|

¨˜”°º•[K]•º°”˜¨