Axis & Allies (2nd Edition) Strategy Articles-9

June 22, 2009
Patience Pays Off

Players are often faced with a single naval unit that seems to offer minimal usage, and decide they’d rather go ahead and eek what little value it offers out of it right now, rather than being patient.

For example, if through a combination of skill or luck the UK player still has his Indian transport a few turns into the game and Africa is already won by the Allies, the UK player may be tempted to just bring a couple of African infantry up through the Suez Canal and join in a larger attack that may be going on in the Ukraine or Caucuses.

However, while that may offer some marginal value right now, what is the German player going to do on his turn?

Two fighters and a bomber are going to easily wipe out that undefended transport and the potential threat it might have remained will go with it.

Consider instead that the UK player uses that transport instead to shuttle troops out of Africa and into Asia. Meanwhile, it sits there in the Red Sea, constantly posing a threat to Southern Europe that the Armada off the coast of England could never cause. The entire game, the Germans will be forced to keep a few infantry in Southern Europe as a result of that threatening transport. If it weren’t there, Southern Europe would be perfectly safe, and could be left completely empty, freeing up those troops for other duties.

Similarly, a US transport off the coast of Western Canada poses a threat to the Soviet Far East, not to mention Japan itself in a couple of turns (should the Japanese fleet decide to flit off to Africa).

So when you have a single remaining naval unit in a certain theater, resist the temptation to just throw it to the wolves, as you’ll often find it can serve a far better purpose just lurking around and waiting for its day in the sun.

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Axis & Allies (2nd Edition) Strategy Articles-8

June 20, 2009
Empty the Islands

The Japanese, UK and US all have island countries with infantry stuck on them. Most players will try to evacuate some of the infantry, but won’t get to all of them.

How many should you try to move and when?

Obviously an infantry defending the Solomon Islands is doing the Japanese much less service than it would if it was sitting in Manchuria where it could actively participate in battles.

The Japanese should do their best to empty their islands, particularly Wake and Okinawa (the ones that are only one space away from Japan). That way a transport doesn’t waste a turn out at sea. It can go one space, pick up an infantry, move back a space, pick up another infantry from Japan, and drop them both in Manchuria.

The other islands are a little bit trickier. You have to consider your opportunity cost. You are only going to be able to average moving about one infantry a turn in trying to get to those distant islands. It can be a good strategy still, but only do it when you ended up having to purchase one transport more than you could use (there just wasn’t enough money to buy the transport and additional infantry, so you just bought the transport). Then, rather than have that transports turn completely wasted, you can send it out to collect a couple of infantry on some distant islands.

It also helps make it an easier decision if the UK evacuates the infantry on Australia. Then moving a Japanese transport down to the distant islands allows them to capture Australia along the way, making it a more profitable venture.

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Axis & Allies (2nd Edition) Strategy Articles-7

June 18, 2009
Keep the Pipeline Flowing

“Amateurs discuss tactics, professionals discuss logistics.”

Just as you should coordinate a 2:1 available infantry to available transport ratio in your purchases as the Japanese, UK, or US player, don’t waste a great purchasing allocation by making a dumb move.

If you are planning on having a transport back at your capitol for the beginning of the next turn in order to carry across another load of infantry, don’t forget about it as soon as you start planning combat moves and see a great opportunity to use your transport and a couple of infantry to take some backwater location that doesn’t really matter.

If infantry are waiting to be transported, it’s an indictment against your abilities as a player if you can’t maintain the mental logistics to keep the pipeline open and have transports ready at the docks at the beginning of your turn.

This means you won’t be able to make as many creative opportunistic plays. It may mean you don’t garner a couple of extra IPCs on certain turns. What it will mean though is you’re making every turn count. Infantry that aren’t on the front are a waste. It does you no good if your US transport fleet is out island hopping around the Pacific and a stack of infantry is sitting in the Eastern US waiting to go to Russia or France.

It’s incredibly easy to get sidetracked, and veteran players are no exception. In some ways, veterans may be more easily sidetracked because they are more likely to see openings and opportunities that a newcomer wouldn’t. However, you must remain disciplined. The US player may see what seems like an ideal opportunity to take Eastern Europe. However, the unforeseen cost of making that move is that those US transports will get stuck in the Baltic Sea for a turn before they can make it back. One precious turn in the sequence is lost and US infantry have to wait back in Canada or the US and unable to cross over to Europe.

It is absolutely critical to keep the pipeline pumping. Build lots of transports and infantry as Japan, UK and US and coordinate their activities so you have just the right number of transports as you have infantry needing to be transported each turn. Unless it is of utmost importance and mission critical, do NOT interrupt the flow of infantry through the transport pipeline in order to capture an insignificant territory that on the following turn would keep you from moving even more infantry into a frontline position.

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Axis & Allies (2nd Edition) Strategy Articles-6

June 16, 2009
Transport Math

You’re playing Japan and have 1 usable transport, 3 infantry in Japan, and 27 IPCs. What should you buy?

Well, assuming that it’s not round 16 and the US isn’t about to invade with a huge army to win the game, this comes down to a simple calculation of transport efficiency.

You want to have one transport for every two infantry, and you have to buy now, knowing what your moves and intentions are this turn, likely responses by the Allies, and what position that will leave you at the beginning of your next turn.

Well, it’s easy if you take it incrementally. First you have too many infantry for your existing transports, so you want to go ahead and get one more transport. That leaves you with 19 IPCs. You now don’t have enough infantry, so pick up one more. That leaves you with 16. A set [one transport and two infantry] is 14, so that leaves you with 2.

But wait a second. You still have that one infantry on Okinawa and another one on Wake. You almost forgot to include those, and they are easy to pick up, since they are both just one space away from Japan.

That means that you can put back two infantry you had already mentally committed to, so you now have perfect transport/infantry sets and 8 IPCs left over. Go ahead and get one more transport. It’s not perfect optimization, but as close as you can get. Besides, if you continue to have too many transports, you can send one of them on a mission to pick up those useless infantry on those hard-to-get-to islands like the Solomons, Carolina, New Guinea, etc.

The net purchases you should make: 3 transports, 1 infantry.

Barring unforeseen circumstances, you’ll start your next turn with four transports and six infantry that can be picked up and moved ashore this turn.

It may sound like a purchasing strategy that is very deterministic and that leaves little room for creativity - that’s because it is. Remember, most Axis & Allies games are not won by creativity, but are slugging matches won by the player with the most patience and biggest stack of infantry surviving at the end of the battle.

This transport/infantry mix should be your purchasing strategy for Japan, the UK, and the US. Russia and Germany have it much simpler – just buy infantry.

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Axis & Allies (2nd Edition) Strategy Articles-5

June 15, 2009
The Dark Continent

It’s round 3 and the last German unit just got killed in Africa. The German navy has been dead since round 1, and Algeria and Libya are now in Allied hands and will most likely remain there until the end of the game.

Sound familiar? Probably, unless you were playing a game with a German player who actually had a long term African strategy. Axis lights usually get turned off all too quick on the Dark Continent.

You may be asking yourself, “What is a long term African strategy? How can you maintain a German presence in Africa when your fleet is dead and you can’t reinforce?”

It’s simple. Don’t lose your fleet.

“How?” you might ask.

The answer will surprise you.

Buy a transport on turn one off of Italy.

It really is that simple. Well, that and manage to keep a minimum of one transport down there from then on protecting the German battleship and maintaining a naval presence in the Mediterranean. That fuels Germany infantry going into Africa, and allows Germany to maintain an ongoing battle with the US and UK for Africa at a minimum and in many cases allows them to take over all of Africa and hold it.

That can be a shift in 11 IPCs from the Allies to the Axis (considering that the alternative is often a loss of Algeria and Libya and those 2 starting Axis IPCs).

It all starts with buying the transport on round one with Germany. The next step requires a lot of discipline for the German player.

Don’t move your battleship or transport on round one. By all means transport a couple of infantry over into Africa, but resist the temptation to use your Italian fleet to supplement your offensive operations.

You may think that it’s foolhardy to not use such assets, but sometimes patience pays off.

In this case, keeping your fleet off Italy allows you to transport two infantry to Africa undeterred, dropping them off in Livya. Plus, the transport that you build gets to go right alongside the other two naval units, giving you a nice cushion for the forthcoming British attack (if they even attempt it).

Moving your fleet would not only deprive your transport in production of the ability to be built alongside the battleship, but also open up the fleet to either British fighters which could land in Gibraltar, or the fighter coming from India.

Meanwhile, your troops in Libya should NOT attack Egypt. Feel free to blitz down and back to scoop up FEq, or take WAf, but don’t leave your tank exposed with less than two infantry alongside defending it.

From there, you should do your best to keep the Allies from being able to bring enough units to bear against your Med. fleet by moving it back and forth in a game of cat and mouse. If one or both of your transports get killed, buy at least one more. You should always have at least one, preferably two. Two transports alongside the battleship are a necessity to survive the potential first round attack by the British.

It also helps to keep some German fighters in France in order to strike down at any Allied transports that drop Allied ground forces into Africa. The German bomber can reach from Germany itself or somewhere else.

http://www.morrisongames.com/

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