WELCOME TO [Image] WINNING STRATEGIES --------------------------------------------------------- The purpose of this web page is to help all you A&A players out there find the best plan for you to defeat the enemy. Careful study of this web page WILL give you the winning secrets to Axis & Allies. Please wait till it's finished loading. Last Updated 10/15/96 --------------------------------------------------------- --------------------------------------------------------- Contents: * Equality (NEW! Axis & Allies Tournament Rules!) * Allies Strategy o Russia o United Kingdom o United States * Axis Strategy o Germany o Japan * [Image]Opponent Search * Popular House Rules * FAQ List * Review: World at War (Axis & Allies add-on kit) Coming Soon! (If you have your own review you would like posted on this web site, please send it to me via email.) --------------------------------------------------------- --------------------------------------------------------- Equality: The Allies have a very prominent advantage over the Axis. This shouldn't be much of a surprise since this was also the case in history. The biggest reason for this is the starting income levels at the beginning the game. The Allies can tremendously outproduce the Axis. Total Axis Starting Income = 57 I.P.C.'s (Germany=32; Japan=25) Total Allied Starting Income = 90 I.P.C.'s (Russia=24; U.K.=30; U.S.A.=36) Therefore, the winning solution is found only when the Axis can cure it's biggest problem, INCOME!!! Axis & Allies Tournament Rules There are mainly 2 BIG rules which have been added to Axis & Allies in tournament play in order to completely equalize the game. 1. Russia Can't Attack. - This rule states that on the first round, Russia is not allowed to attack Germany or Japan. This rule was made due to the amount of damage Russia is able to inflict upon Germany in the first round. This rule gives the Germans a much better chance at survival and an overall victory for the Axis. 2. Bidding System. - This new rule can only be used when there are less than five people playing. It involves each side bidding for the Allies. The money given is only given once at the beginning of the game and is divided between the Axis powers. It occurs as follows: BIDDING SYSTEM: 1. One team tells the other team, "I will be the Allies and give you 1 ipc." 2. The other team may accept the challenge or bid higher, "I will be the Allies and give you 2 ipc's." 3. This process continues until one team accepts the challenge to be the Axis with the given amount of ipc's at the beginning of the game. --------------------------------------------------------- --------------------------------------------------------- Allies: Since it's much easier to talk of a winning strategy for the Allies, I will begin with them. The main key to your success as the Allies is to keep the U.S. involved in the war. Many players, especially beginners, are much more apt to "kick back" and watch. They end up buying lots of boats in the Pacific and are satisfied by just having a big fleet, but not actually doing anything with it. Before I get into the specifics, there is one more point that must be made clear. In order to be successful, ALL countries must be working together on the same overall goal. If each allied country has its own strategy, chances are, you will lose. Allied Goal: German Annihilation --------------------------------------------------------- [Image]RUSSIA: AS RUSSIA, YOUR MAIN GOAL IS TO SURVIVE. It is crucial that you hold your capital long enough to give the other allies sufficient time to join in the battle in Europe. Therefore, for the first few rounds, Russia should take a defensive stand. Once "D-Day" occurs in Western Europe, and the Americans are a threat to German's western front, Germany will no longer be able to threaten Russia. Only then can Russia become aggressive in Eastern Europe. First Turn Actions: Purchase 1 fighter, 4 infantry Attack Eastern Europe with both fighters, 1 or 2 tanks, and all infantry. (This cuts off the tanks in Southern Europe and Germany from Korelia.) DO NOT attack Manchuria. Your units are best off defending and will be needed to stop Japan's westward movement. Land both fighters in Korelia. Move infantry from Russia into Korelia, and move your "fleet" into U.K.'s waters. Every turn, continue to buy 1 fighter and 4 infantry until Germany is forced to avert its attention to the west. At that point, purchase infantry and armor and use your tanks to march westward into the heart of Germany. --------------------------------------------------------- [Image]UNITED KINGDOM: United Kingdom's actions are based strongly on what Germany has chosen to do on its first turn. However, its goal must always remain the same. CONTROL THE WATER AROUND EUROPE AND PROVIDE RUSSIA WITH SUPPORT. Your waters will be the United States' striking point on Western Europe. Therefore, it is crucial that you construct a massive fleet. Germany's fleet MUST be destroyed. With the allies controlling the waters around Europe, Germany will be helpless against the American onslaught. First Turn Actions: If you're navy has not already been destroyed, THEN: Purchase 1 aircraft carrier and fighter. OTHERWISE: Purchase 1 fighter and save the rest of your I.P.C.'s. (You must purchase enough boats on one turn in order to protect against a German attack.) Destroy all German boats possible with your aircrafts. Attempt to control Africa if possible. IF Germany has left Western Europe or Finland weak, try to gain control of those countries. Land all fighters in Korelia. The United Kingdom must continue to demolish any German attempt at creating a fleet. They must continue to provide Russia with enough support, mainly fighters, so that Russia does not get taken out. While doing so, the United Kingdom must also CONTROL THE WATER SURROUNDING EUROPE. --------------------------------------------------------- [Image]UNITED STATES: The United States must ATTACK WESTERN EUROPE AT ALL COSTS. The overall goal of the allies becomes very clear on United States' turn. Complete German destruction. Germany will never be able to defend itself against all three of the allied powers. As the United States, it is your duty to relentlessly attack Western Europe from United Kingdom's waters, and also threaten an attack on Germany itself. First Turn Actions: Purchase 3 transports, 4 infantry. If Western Europe can be taken, take it. Move the Battleship and transport from Western U.S. into the Panama Canal sea zone. Land the fighter in United Kingdom and have the bomber stationed at a point in which it can attack Western Europe. On each turn, the United States must continue to buy more transports, and when possible, a battleship, so that it can continue to attack Western Europe. Battleships will become very valuable in Western Europe attacks due to their special amphibious assault capabilities. --------------------------------------------------------- [Image] --------------------------------------------------------- Axis: The Axis powers are at a serious disadvantage from the start of the war since their income level (shown above) is much less than the allied income level. As the Axis, your first concern should be to remedy that problem. In order to do so, about 15 i.p.c.'s worth of countries must be taken from the Allies and secured. This must done in order to equalize the income levels of both sides, or else, all hope for the Axis is lost. As it is very difficult to give a sure-fire way of winning for the Axis, the best I can do is suggest what has worked the best in past experiences. Listed below are the Axis' strategies that DO NOT work. Naturally, they may work against inexperienced allied players, but then again, anything will work against beginners. However, against an intelligent and well experienced allied player, the following strategies WILL NOT succeed. Study the information that follows as it will proove very useful in your success as the Axis. Axis Goal: Equalize Overall Income Levels Losing Strategies: *Russia First* Most Axis players strongly believe that in order for them to be successful, they must take over Russia by the end of the third turn. As stated above, this can be accomplished but only if the allies are inexperienced. If the allies play their turns correctly, especially the U.K., enough support can be given to Russia in order to hold off the German offensive. Once Germany has weakened itself trying to take out Russia without success, it will be wide open to American and British attacks from the western front. This will prove to be Germany's downfall. DO NOT attempt this strategy if playing experienced allied players. *United Kingdom First* This strategy, or should I say "dream", involves trying to take over the United Kingdom on Germany's first turn. This move completely relies on luck and the hope that the other player will roll terrible. DO NOT attempt this strategy as it will fail over 90% of the time. *United States First* This strategy is insane and if, as Germany or Japan, you were actually thinking of attempting it, I strongly suggest you play the game of "Risk" instead. [Image]GERMANY: In accordance with the Axis' overall goal, Germany must GAIN CONTROL OF AFRICA. This will give the Axis 9 more i.p.c.'s per turn and the Axis will only be 6 i.p.c.'s away from its goal of income equality. Japan will be responsible for gaining those 6 i.p.c.'s. Once Germany has successfully taken Africa, then it can start its march eastward. However, it is of the utmost importance that it secure AFRICA FIRST! First Turn Actions: Purchase 1 fighter, 4 infantry Destroy U.K's submarine in the Med. using the battleship and transport. Carry 1 armor with the transport to Anglo-Egypt Sudan and attack with the armor and infantry in Libya. This will discourage any complex in Africa by U.K. Destroy the Battleship in the Med. and all boats in the U.K. waters. Retake Ukraine or Eastern Europe if owned by Russia. Set up a defensive front in the east by moving all infantry out of Germany and into Eastern Europe. Leave Western Europe well defended to discourage any allied attempts. On the next turn, Germany has two options as to how it should go about gaining control of Africa. 1. Navy - Germany gains control of Africa through the means of a navy. On its second turn, in order to carry out this strategy, Germany should purchase a transport and, if possible, an aircraft carrier to gain control of the Med. At the end of its second turn, Germany needs to move all its boats into the waters of Southern Europe where its newly purchased boats will be placed. With this small fleet in the Med., Germany should be able to use its transports to support Africa each turn with infantry and armor. [Image] 2. Industrial Complex (Special Thanks to James Johnston) - On its second turn, IF Germany owns Anglo-Egypt Sudan, it can purchase an industrial complex which will be placed here. This strategy allows Germany to place 2 armor here each turn which not only supports Africa, but also allows Germany to push through the Suez Canal and head towards Asia and possibly a back-door attack on Russia. However, if the Allies are ever able to conquer this complex, Africa will be forever lost to Germany. With Africa in the hands of the Axis, Germany should be able to focus its attention on Russia and begin to apply pressure from the West. At this time, Japan should surely be moving in from the east, and Russia cannot stand for long. Germany must be able to defend its Western front long enough to gain control of Asia. Once then has been accomplished, the Axis will soon be victorious. --------------------------------------------------------- [Image]JAPAN: As Japan, it is your responsibility to ADVANCE WESTWARD AND CONTROL ASIA. With Germany focusing its attention on Africa, it is very important that Japan forces advert Russia's attention to the east. In order for the overall goal, income equalization, to be accomplished, you must take 6 i.p.c.'s worth of countries from the allies. This is done best be placing an industrial complex in Asia and using your fleet to seize several key islands. As long as Japan harasses Russia long enough to give Germany the time it needs in order to occupy Africa, the Axis will have a very good chance in winning the war. First Turn Actions: Purchase 1 industrial complex, 1 transport (If the allies have been successful in taking Kwangtung and Manchuria, the industrial complex will have to be purchased on a later turn. In this case, 2 transports and some infantry should be purchased in order to retake its land in Asia.) DO NOT attack American's fleet in Hawaii! REASONS: * The aircraft carrier and the fighter in Hawaii defend better than they attack. * Japan's aircraft carrier and fighters also defend better than they attack. Let the U.S. come to you. * Japan will lose any forces that are still alive after the battle on U.S.'s turn. * A navy is much easier for America to rebuild than it is for Japan. (U.S. produces 11 more i.p.c.'s than Japan.) * Japan's fleet can be used instead for seizing the allied islands. * The battleship in Japan can be used to secure the lands in Asia either by retaking Manchuria or the Soviet country to the north. * It may tempt the U.S. to build a navy in the Pacific instead of the Atlantic. This is good as Germany will have less pressure in the west. Move the entire fleet in the Carolina Islands to Australia along with the transport and 2 infantry from the phillipines. Australia should be taken with the amphibious assault shot from the battleship, 1 fighter, and 2 infantry against U.K.'s 2 infantry. Retake Manchuria if owned by Russian forces with the amphibious assault shot from the battleship in Japan, bomber, fighters, and infantry from Japan and Kwangtung. Fortify asia and especially French Indo-China Burma with fighters and place the industrial complex here. With Australia taken, and New Zealand soon to fall, the U.K.'s income level should be dropping rapidly. (Africa will be falling under Germany's control.) Use the transport in Australia to take over the rest of U.K.'s islands. Taking over Asia is a tricky task and can be done in THREE different ways. 1. Tanks: This is the most popular choice amoung Axis players. This strategy simply involves buying 3 tanks every turn for the complex and using them to push westward. It seems logical as tanks are relatively cheap and attack well. However, the drawback of this strategy is that tanks do not defend well. Therefore, Japan will be losing lots of money as its tanks get bombarded every turn by U.K. or Russian forces. This leads us to option two. 2. Infantry & Fighters: This strategy is rarely used because it is slow from the start, but once it gets rolling, it's deadly. It involves buying 3 infantry every turn and a fighter. Instead of using 3 tanks every turn in Asia, 3 infantry are used. The point of this option is to slowly build up a large airforce with the money being saved by purchasing infantry instead of armor. Instead of marching westward with tanks, the same will be done using fighters and infantry. Therefore, when Russia and the U.K. retake these Asian countries, only a few dollars will be lost as infantry will be stationed there, not tanks. Eventually, by Japan purchasing a fighter every turn, its airforce will be extremely powerful and should be able to easily wipe Russia off the map. 3. Transports: (Special Thanks to Kurt Kiser for providing me with this strategy) Japan will march through Asia WITHOUT an industrial complex. On the first turn, Japan purchases two transports instead of a complex and three infantry. These two transports are then used to transport four infantry to Asia every turn instead of only three with a complex. Since no units can be placed on the industrial complex the first turn it is bought, this strategy will get infantry to Russia just as quick. These transports can also be used in defense against an American assault or to help in Africa if troubles arise. It is recommended that three turns before attacking Russia, tanks are purchased, two turns before the attack, fighters are purchased, and the turn before the attack a bomber(s) is purchased. This allows for all units to arrive in Russia on the same turn. Once Japan has a stronger foothold in Asia, an additional complex should be purchased for Manchuria. This will speedily advance Japan's movement into Russia. Strategy for Japan, by Randy Davis --------------------------------------------------------- OPPoNenT SEaRcH --------------------------------------------------------- Popular House Rules: * Limit on Infantry - "A maximum of 4 infantry can be purchased on any turn." The purpose of this rule is to both make the game more active and realistic. As history shows us, the German army had come to a point where they were recruiting 12 year old boys to fight in the army. They had virtually run out of men. Soldiers don't just "grow on trees" as the original rules dictate. In addition, when a country starts to buy all infantry, it usually doesn't change the outcome, it just prolongs the game. Thus, I believe that limiting the number of infantry a country can purchase on a turn is a good addition to the rules. * No Weapons Development (Also a standard tournament rule) - "No countries are allowed to buy dice and roll for weapons development." This aspect of the game has always confused me. Axis & Allies is a great strategical game full of thought and a little bit of chance. However, I have never seen a game lost by a country that obtains the "Heavy Bombers" capability. Once a country has this, the other side may as well just surrender. Weapons Development doesn't take any skill. It is completely luck. The first country to get this wins. Therefore, everyone should just roll the dice from the start and see who gets "Heavy Bombers" first and declare them the winner. It's obvious why "No Weapons Development" has become a popular rule. * No Support from U.K. - "At no time can the United Kingdom land troops or fighters in Russia for support." This rule is to also give the Axis a better chance at succeeding. With U.K.'s help in Korelia, it is much easier for Russia to hold on and defend its country. Historically, (correct me if I am wrong), Russia was not the easiest ally to get along with. It would have been very rare or unheard of for U.K. to land its fighters in Russian territory in order to give aid. However, historically accurate or not, it does give the axis better winning chances. [Image] * Paratroopers - "A bomber is allowed to transport 1 infantry but cannot bomb any territories on the same turn." This rule increases the power of a bomber to not only attack, but to transport as well. This forces many countries to watch their open territory as it is now succeptable to paratrooper attacks. This rule simply adds a new dimension to the game. * Baltic Sea Canal - "The Baltic Sea zone and the U.K. sea zone are connected by a canal, and all rules apply." This new rule connects finland with Western Europe and acts to give Germany more security in the defense of its homeland. Germany can now push most of its resources out of Germany as long as it holds either Finland or Western Europe since no allied boats will be able to enter the Baltic Sea for an attack on Germany. * Unlimited Placements at Industrial Complexes - "A country may place as many units as it wishes to on any complex, including those that it has purchased." This rule is supposed to give Japan more strength in Asia as it can now place many units each turn on its purchased complex in Asia. However, this rule seems to take away a lot of the strategy involved with Naval warfare and the importance of owning the waters. With each country being able to easily establish itself in Asia, many other interesting aspects of Axis & Allies are lost. * Attacking Multiple Countries - "Any units with a moving capability more than 1 may attack more than 1 country as long as the unit still has enough movements remaining." This rule is mostly designed to facilitate armor and air units. This allows them to attack a certain country, and in the same turn, attack another country as long as its within their range of movement. Therefore, it changes the blitzing rule of armor so that they can attack another country even if the first country they attack is not empty. Of course, this also means that the turn sequence will change. It would now go, Combat Movement, Combat, Combat Movement, etc. until all attacking is done, or until all units have used up their movements. Therefore, during the second combat movement phase, the movement of each piece depends on whether that piece was moved during the first combat phase. Editor's note: I personally do not like this rule. [Image]If you would like to send in your own house rules, feel free to do so. However, make sure they are WELL DEFINED so there is no controvery or confusion as to how they could be interpreted. If they are reasonable, I will post them. Thanks. --------------------------------------------------------- FAQ Q. Can Germany afford the time and money it takes to purchase an aircraft carrier? A. The point of buying the aircraft carrier is to give the transports in Southern Europe some defense against any U.K. or U.S. air raids. Germany will need this small fleet to secure control of Africa. Two rounds of African control will pay Germany what it spent purchasing the aircraft carrier (Africa is worth 9 i.p.c.'s.) Q. Can't Germany just destroy any navy created by the U.S. or U.K. attempting to take over Western Europe? A. No. As long as America or U.K. invest in an aircraft carrier with 2 fighters, the transports will have all the protection they need. For every allied transport destroyed, Germany will lose 2 or 3 fighters. It will not be able to continue such economical losses for long. Q. If I have a strategy that I think has worked in the past, should I mail it to you? A. Yes. I am happy to hear from you and gain any helpful insight that is out there. My email address is given below. [Image]Q. How can I get my own strategies posted on your web site? A. Send me your strategies in a text file format attached to your email, and I will post it on the web site. I will give full credit for those sending in their own strategies. Q. Is there a computer version of Axis & Allies? A. I received a letter from the designer of Axis & Allies, and was informed that a computer version of the game is currently being designed on CD-Rom. It is expected to hit the shelf in 1998. It will have all the capabilities of playing over the internet or via modem. So, until then, we'll have to stick with email games or face-to-face Axis & Allies. --------------------------------------------------------------------------- Send your questions and comments to me at ( severson@et.byu.edu). --------------------------------------------------------- --------------------------------------------------------- Another Axis & Allies Web Site You are visitor number [Image] since September 13, 1996. [Image] Visit my Chess Page [Image] Visit my Home Page