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Axis and Allies Revised First Turns – Russia Part Three

Remember, first and foremost, that although purchase units, combat move, combat, and noncombat are nominally different steps, they are really very connected. If you anticipate that your combat moves, combat results, and noncombat moves are going to, say, result in a severe lack of force in the east in the next three turns, you should probably build some infantry to march east to make up for that lack. (Or you may decide to abandon the east).

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Saburo Sakai’s AAPacific Essays – #8 The Key Ground

A defensive war is apt to betray us into too frequent detachment. Those generals who have had but little experience attempt to protect every point, while those who are better acquainted with their profession, having only the capital object in view, guard against a decisive blow, and acquiesce in small misfortunes to avoid greater.

Frederick the Great

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Axis and Allies Revised First Turns – Russia Part One

Territory notes: Russian fighters should be based either at Russia or Caucasus. Basing at Russia allows Russian fighters to attack east against Japan, and west against Germany. Basing at Russia also allows Russian fighters to reach London in case of an anticipated German attack on London. Basing at Caucasus allows for a stronger defense of Caucasus, and prevents Germany from easily building Mediterranean transports.

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Saburo Sakai’s AAPacific Essays – #7 It All Looks So Good

Purchasing for All Occasions 

Sun Tzu said: In the operations of war,
where there are in the field a thousand swift chariots,
as many heavy chariots, and a hundred thousand
mail-clad soldiers, with provisions enough to carry them
a thousand li, the expenditure at home and at the front,
including entertainment of guests, small items such as
glue and paint, and sums spent on chariots and armor,
will reach the total of a thousand ounces of silver per day.

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Saburo Sakai’s AAPacific Essays – #5 What’s the Difference?

One of the challenging things about playing Axis and Allies generally is the relatively complex rule systems when compared to other board games. While A&A is much simpler to learn and play than many classic hex-based war games such as Third Reich, Squad Leader or Gettysburg, it is much more complicated then a typical board game.

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Saburo Sakai’s A&A Pacific Essays – #3 The Australia Capture

The Australia Capture – The Invasion that Wasn't

In February of 1942, Japanese Admiral Isoroku Yamamoto proposed an invasion of Australia. The invasion plan, calling for landings in both the north and south of Australia, required the use of 10 Japanese Army divisions and because resources where stretched thin, the plan was rejected by Tojo and the Imperial General Staff.