Alternative #2: Pips Principle
A second casualty selection principle, the pips principle, considers the value of a unit to rest solely on the number of die pips it contributes to the battle at hand, regardless of whether it is a defensive or an offensive battle: “Take the units with the fewest pips off of the battle board first”. While this principle generally aims at maximizing enemy casualties, and thus at winning a particular battle (which, of course, ties in perfectly with the greater overall goal of winning the game), it also has some shortcomings. Taken in isolation, the pips principle would advocate taking the first hits off attacking aircraft carriers, because they contribute literally no pips to the battle. However, if aircraft carriers take hits, they cannot have planes land on them (at least not for a turn), which means that the defensive pips of the air units will be shaved off of future sea battles (and, of course, the planes might not even be able to land after a successful attack, if you’re in an empty sea zone or off of an enemy territory). The pip principle thus ignores the interrelatedness of present and future combats, as well as the replacability principle (although the two are usually in accord, due to the general, but not universal tendency of units with higher costs to have higher pip values). The destroyer / fighter choice scenario mentioned above also applies here, as a fighter has 3 pips on the attack as compared with the destroyer’s 2. Nevertheless, if you need a destroyer post-combat to clean up enemy subs, then reliance on the pip principle will lead you as far astray as simple reliance on the replacability principle: the fighter must go, number of pips be damned.
Alternative #3: Hardiness Principle
In combat wherein victory is immanent, but a counterattack in the same space is predictable, the hardiness principle comes into play. This principle takes for granted that the battle will be won by the current attacking units, and instead concentrates on selecting casualties based on how well these units will perform on a future defense. Instances of this include killing a bomber instead of an infantry on the last round of combat in order to better protect that space against the enemy. The hardiness principle can be seen as a future-oriented variation of the pips principle, but is importantly distinct because applying these two principles at the same time will offer differing casualty recommendations. In an attack against an enemy tank with a bomber and an infantry, the pips principle will always recommend taking out your bomber last–even if that means you don’t capture a territory you actually need, like a capital or victory city, or a national objective. Let’s say that in this sample battle you hit the enemy tank on the first salvo, and it hits back. At that point, the hardiness principle would recommend taking the bomber off instead of the infantry, because the infantry will do better in holding off potential counterattacks.
Alternative #4: Mobility Principle
Finally, there is a fourth main casualty selection principle: the mobility principle. If you’re fighting distant enemies, or enemies in many different surrounding territories or sea zones, you might find that it’s not the cost or the combat effectiveness which shapes the units you purchase and choose to conserve in combat, but those that are able to cover the most board spaces possible, and thus give you maximum flexibility in your potential initiatives and responses. Aircraft are generally the most versatile and mobile units from such a perspective, as they can strafe behind the lines on land, and have great reach at sea as well, especially with the aid of aircraft carriers and/or air bases. Sea units are typically second in terms of mobility, though occasionally they will outperform air units in terms of reach, especially if aided by a naval base. Take, for instance, a navy occupying SZ 33, surrounding the Caroline Islands naval base: if there are transports with land units available there, the victory cities of Honolulu, Sydney, Manila, Shanghai, and Tokyo can all be threatened simultaneously–a feat of mobility that most air units in the same position simply could not achieve due to their need to land in a previously-owned friendly territory.
We have seen, then, that there can different alternate principles of casualty selection in combat for every attribute a unit has: cost, movement, attack / defense values, and special abilities. Without getting into too detailed a series of explanations, if you require a unit’s ability to blitz, bombard, strategic bomb, torpedo attack, or even capability of taking over enemy territories, then it may be exempt from every principle of selection mentioned thus far. Even ‘fitting on available transportation’ might be considered a special ability in some instances. Consider a battle wherein you have two tanks and one infantry battling a small enemy force on land. If you receive a casualty, you might choose to destroy a tank over an infantry if there is a lone transport hovering in an adjacent sea zone and you have an amphibious assault planned for the next turn, because while an infantry can fit on that transport with a surviving tank, the other tank cannot.
My point is not that every principle is flawed or incomplete, but rather that by applying each of these principles in turn to particular combats, as filters, the chance of making a better choice of casualties is increased dramatically. Let us take some concrete examples of when various principles might be applied, and exceptions to these.
Special cases
Transports must be chosen last. Thus the only meaningful choice regarding these, and this will happen only rarely, is if you’re given the choice to sink loaded vs. unloaded, or differently-loaded transports (say, in a naval attack gone wrong where you can retreat 1 transport to safety and choose the other as a casualty). This is one of those relatively straightforward cases where it seems most plausible thing to do would be to choose on the basis of the cost and/or pip value of the loaded land units (excluding the tricky choices surrounding AA guns, which causes some wrinkles even in this choice).
Important territories (often) ought to be taken, and if possible held. If I am attacking Moscow as the German player with 3 infantry, 3 tanks, 3 fighters, and 3 bombers, then the replacability principle is out the window: nothing will need to be replaced if I win this battle, and thus–most probably–the entire game. I will probably employ the pips principle until I am certain of a win, and then turn to the hardiness principle. Even before I am certain of a win, however, I will take off fighters rather than tanks in all instances, even though they are more expensive, more mobile, and defend better. This is not only because tanks have the ‘can take over land territories’ ability, but also because fighters–known for their exceptional defense values–actually have ‘0’ hardiness where I need it, which is in defense of the capital city I am hoping to acquire. Indeed, in the ultimate, and perhaps even penultimate, salvoes I would start to remove any air units instead of infantry, in order to retain the largest possible land force on the ground.
**_Principles in Practice: Scenarios
Let’s look at a couple interesting scenarios now, to demonstrate how the casualty selection principles we’ve discussed can be used as filters for making good decisions in the tactical mode.
Scenario A:
Japan attacks Malaya by land with 2 tanks and 2 infantry, taking two casualties in the first salvo, and the battle is concluded in its favor. The Japanese player plans to move a nearby empty transport there during the non-combat movement phase, to ship the remaining units from Malaya for an amphibious assault on India next turn. In this case, due to the need to exert maximum force on a major objective, the special ability ‘fits on a transport with a tank’ (which contributes to ‘mobility’) outweighs ‘replacability’, ‘pips’, and ‘hardiness’. So the casualties should be 1 tank and 1 infantry, rather than the 2 infantry choice that most principles would advise, because even though the destroyed tank costs twice as much, adds an extra two pips on the attack, and defends better than an infantry, it cannot fit on the transport with the other tank. The second tank is dead weight, in terms of the next major objective, and should be removed.
Scenario B:
In sea zone 17 surrounding Iwo Jima, a Japanese aircraft carrier loaded with 1 fighter and 1 tactical bomber is being attacked by a lone US cruiser, which hits on the first salvo. In terms of mobility, replacability, pips, and hardiness, at first glance it looks like the first hit ought to be taken off of the carrier. However, the undamaged status of the aircraft carrier allows it to add mobility to the fighter and tactical bomber it carries; as well, the defensive strength of the carrier is greatly impaired when damaged, as its aircraft will have to seek refuge on Iwo Jima and will be unable to subsequently defend the SZ (this is particularly troubling if the UK or ANZAC have units in the area that are in position for a follow-up attack); overall hardiness will be reduced by a total of 7 pips. Since the cruiser is likely to be destroyed by the defending fire, pips for this turn’s defense don’t matter so much anymore. So we can discount the simple pips principle. Indeed, if a follow-up attack that threatens the carrier is possible, then hardiness should be our overriding concern. The simple replacability of a plane is much better than that of an aircraft carrier–10 IPCs vs. 16 IPCs–even though on the first attack it looks like no unit is actually lost due to the carrier’s ability to soak up an extra hit, so no unit will need ‘replacing’, due to the secondary threat it is likely that the carrier will be destroyed if damaged (the calculation depends on the strength of the follow-up attack, and its purpose: if the UK force is huge, then perhaps it would be best to sacrifice the carrier and allow the planes to shelter themselves on Iwo Jima; if the UK will invade Iwo Jima with several transports full of land units, it is better to concentrate all resources to the defense of the SZ and hope for victory there). Finally, in terms of mobility, the planes will be severely hampered in their operational utility without a functional carrier upon which to land, making the planes actually worth less if the carrier is damaged. Thus it looks like the casualty ought to be either the fighter or the tactical bomber: but which ought we choose? Pips still don’t matter to our calculations for the moment; we’re assuming we’ll hit the US cruiser, as our defending rolls [(4+3+2)/6] should generally yield 1.5 hits on average, and we only need 1 hit to kill the cruiser and survive. The mobility of the two units is identical–4 movement points–and thus not a deciding factor. In terms of replacability, the tactical bomber is 1 IPC more expensive: but in terms of hardiness, the fighter is 1 pip more effective. Given the expected counterattack, and that the function of units is essentially to cause enemy casualties–the cheapest of which will be 8 IPCs in a naval battle (an enemy destroyer, as hitting subs isn’t possible for ‘blind’ planes unescorted by their own powers’ destroyers), considerations of hardiness outweigh considerations of replacability in terms of utility. To summarize, the tactical bomber costs 1 IPC more to replace, but the fighter has 1/6 more chance to sink an enemy unit of 8 IPC value: a net utility of 1.3 IPCs, which doubles (or better) with every additional salvo it survives (as it takes even more shots, at even more expensive units). Thus, the tactical bomber is the logical choice of casualties, all things considered.
Conclusion
Contrary to the generally accepted view, the Conduct Combat (or ‘tactical’) phase can, indeed rather frequently does, offer up many rewarding opportunities for clever choices between potential casualties. By explicitly recognizing the principles of casualty selection that we already implicitly employ every time we play the game, we can actually increase the number of salient casualty choices at our disposal, and so lay bare the means by which more careful, rationally-considered–and even surprising–decisions can be made. Good strategic play is, of course, essential to victory in Axis & Allies: but without principled tactical recommendations in combat casualty selections, inefficiency and waste will result; in this manner, initiative can be lost, and ultimately one’s strategic goals may be thwarted.
In my next article, “The Psychology of Conduct Combat Phase”, I will further highlight the importance of the Conduct Combat phase on the strategic workings of the game. I identify typical in-combat A&A behavior and experiences, and show how these can positively and negatively influence one’s planning flow. As well, I offer some strategies for compensating for and overcoming the more pernicious of the psychological distortions and skews that switching between the tactical and strategic modes (as the game requires us to) can produce._**