Here is an essay I wrote for a friend on how to play the axis in Global OB…
probably redundant to what’s already been posted, but may have some original insights.
The following is a summary of my knowledge re: A&A with special emphasis on A&A Global.
1. Playing Styles
There are basically two playing styles in A&A, pursuing the (1) the ultimate strike and (2) the general push. They are exclusive playing styles in that they cannot be pursued at the same time but one can alternate between them during a game.
A. Ultimate Strike. The ultimate strike concerns when player seeks victory through one decisive battle at a critical point in time or place, but usually in place. This is the high risk, high reward way of playing. This kind of play to be successful requires two things: unforseeability and luck. The player moves his forces in ways in which the opponent cannot readily discern the ultimate objective and/or cannot counter it, and then the moving player suddenly moves his forces into place. However, given that all moves are made in the open and all the pieces can be viewed on the board, the likelihood that an opponent will not at least partially predict your move and strengthen his forces is high, necessitating good dice. Further, battles of a critical nature usual occur at critical points, such as Capitols, which are by their nature usually heavily defended, again meaning that any advantage in the battle will by slight, requiring good dice.
Examples of this sort of play are obviously: Germany employing sea lion and then also Japanese fighters in Russia. The latter is more instructive. Japan moves its fighters in Asia in mass and then onto the eastern front. Since Japan moves after Germany, Japan can land its planes on a newly conquered territory, preventing a Soviet counterattack. If this occurs, say, in a territory next to Moscow, the massive advantage is obvious. Russia is contained, and Germany has a springboard for massing troops to kill Russia in one or two rounds.
The advantages of this type of play are that obviously if you succeed you win the game. The drawbacks of this style of play are obvious. If the ultimate play fails, then the player is generally exposed and irrecoverably weakened. Further, even if the player succeeds, he may be exposed and dangerously weakened. Sea Lion is instructive in this regard, i.e. the ultimate strike works, but overall leads to a weaker position.
B. The General Push. Following this style of play, a player will establish general grand strategic goals and then pursue them incrementally. The keys factors here are to maneuver always effectively and predictably toward your ultimate objective and to fight only battles with low to moderate risk of losing. Here there is little to no surprise visa vie your enemy. But you effectively use terrain and your composition of forces to destroy resistance and to continuously and methodically improve our position over your opponent until they are defeated.
Examples of this are the classic eastern front and Pacific naval theaters. In the former, Germany moves in on a broad front, using its material advantages to pushing the Russians back to Moscow, making battles only on favorable terms. In the Pacific, the US usually confronts a superior armed Japan. Thus the US must maneuver about, avoiding combat, but slowly building its forces until the Japanese fleet is vulnerable.
The advantages of this style are that you exercise a high degree of control over the progress of the game and can make informed, calculated choices. The draw back is that it does lend itself to be blindsided by ultimate strikes. The classic is the sea born invasion of Germany by the Allies while most of the panzers are deep in Russia.
C. Comparison. I have always played as a general push player. Again, given that the game is in an open format with all units and moves on the table, the ultimate strike usually will fail with experienced players. Indeed, sea lion is a bust if UK builds only men its first round. However, I think the strategies in some combination are useful. Most often the general push followed by an ultimate strike can succeed, such as in Russia when the Germans must finally take on the Russian army in total. However, the opposite has happened, such as in our last game when I prepared sea lion and then feigned it into a general push into Russia. That was an extremely powerful move because the Allies could only foresee those ships in use toward the UK. John Weatherby was a fan of the ultimate strike plays.
Overall, I think the truth is a banality: be flexible. Play the general push and then use the ultimate strike if possible. Many of the games I lost were because I panicked and prematurely invoked ultimate strike.
2. A&A Global Strategies.
Since you will be playing the Axis, I will now opine on my thought on Axis strategies as I see them.
- The US and when?
The ultimate question for the Axis I think is when should the US be brought into the war. The decision will basically determine if and when Germany goes on the defensive and if and when Japan will be able to go “Hog Wild,” i.e. expand without limitation on all fronts.
The answer to this question is tricky. It depends I think on the Axis’s immediate goals. If the immediate goal is a sea lion attack, then the US should be left out as long as possible. If the goal is to provide Japan with the strongest position possible I think the US should be attacked right away.
Part of this consideration is the fact that the US basically will have only three options in how its plays: (1) all in towards Germany/Italy (2) all in towards Japan and (3) and some division among the two. The last is the least dangerous towards the Axis obviously, as it is the hardest to play for the US. See how my father played the US in the last game – a nullity. The 1st strategy is probably the most dangerous, although it will leave Japan open to go Hog Wild from the start.
Unfortunately, there is only one strategy that will control how the US will play: Sea Lion. If Germany takes the UK, then the US must attack Europe with almost everything it has, allowing Japan to go Hog Wild.
- Germany
a. The key to understanding Germany is to realize that it is the weaker of the two main Axis powers in terms of number of military units on the board. Japan has something like 20+ fighters and tac bombers. Germany has 7. Germany however is in the more critical strategic situation with more victory cities and capitals surrounding it. Economically Germany has greater potential as well. However, with the UK, USSR and US all attacking, Germany at some point will have to go over to the defensive unless it achieves victory over the USSR.
b. The second move I think is the most critical move for Germany. The first move is wrote: kill British fleet, take France and move into neutrals. The second move Germany will be flush with cash, 60+. It is the second move where I think Germany must decide where it will focus. The choices are obvious: east or west. I suppose there cold be a third, i.e. just go over to the defensive right away and let the allies attack you in the hopes they in their vain attempts to crack you, will allow Japan will grow super powerful and unstoppable. The danger is that, believe it or not, the USSR has massive potential if it is able to take Germany territory and may get out of control, i.e. become stronger then Germany alone.
c. Sea Lion. I think you are aware of the ins and outs of this strategy. If it works it does not necessarily spell the end of the war as Germany will not have enough units to kill Russia. The game we played was an anomaly with the sea lion feign. Further JW did not prepare Russia very well for the German attack. There was an interesting post on A&A.org where someone used a large German fleet to invade the USSR from the Artic.
d. Blockade and Barbarossa. I think the strongest yet most conventional German move would be to on the second turn build up its air force and subs and men with the long term goal of containing the UK with subs and planes and then preparing for an all out onslaught against the USSR. The advantage obviously is that subs are cheap(!) and the air force is dual purpose – effective in the Atlantic and eastern front. Thus you provide yourself with an effective western shield and can effectively prepare for the inevitable attack on the USSR.
e. Eastern Front. They have changed a lot in the game but the fact that Germany’s fortunes will inevitable rise and fall on the eastern front is still the same. This is sadly an inescapable fact. I have not seen any way around this. Unless the USSR is played ass backwards, the USSR will crush Germany if it can. Japan used to be an effective partner is in this endeavor. But with the board now expanded, this is unlikely to happen. Even if were Japan able to clip off the eastern USSR, it still would not materially impact the course of the eastern front within any reasonable time frame. There are I think 8-10 spaces between the Asian coast and Moscow. Japan taking or aiding in taking Moscow is not realistic. Thus Germany must rely on what arms it has and hope that Japan can draw off enough power so that Germany can focus on the USSR and Russia is not reinforced. I must admit I am not sure there is any sure fire strategy re: the USSR. There are now so many provinces in the eastern front that it’s likely you will have to move around according to the tenor of the game.
However, I do think you can set to basic goals regarding the USSR. First you can go straight for Moscow. This strategy will be similar to the ultimate strike. You must engage Russian units wherever possible even if not favorable with the objective of whittling them down as fast as possible. If Germany builds up for this strategy from the start with massive stacks of men and tanks etc then I think Germany after a few rounds will emerge on top and the USSR severely weakened. Using a small Italian force in this regard will be critical to open up holes in the soviet lines that you can pass through and attack soviet concentrations. The Soviets will be hard pressed and they will not be able to replace their units as quickly as Germany even as Germany’s supply lines grow. The disadvantage to this strategy, as with any ultimate strike strategy type, is the dice may turn against you.
The other strategy is the “Long War” strategy. Move into the USSR with objective of taking territory and increasing over the long run your economic advantage to the point you can take the USSR at will. Avoid moderate risk battles and just push the soviets back on a broad front. Japan may even be able to aid you in this in the Far East or Middle East depending. The disadvantage to this strategy is that your economic conquests may be fruitless if the Allies reoccupy Western Europe and open a second front, nullifying any gain in the east.
f. Africa/Neutrals. I think that Germany has no to little role in Africa. It’s a sideshow best left to Italy. Attacking true neutrals would be insane. They provide buffers for you.
3. Japan
a. The key to understanding Japan is that while it is the more powerful militarily of the two from the start, the increased distances on the board mean that this might must be spread much thinner. The problem with Japan is to balance its goals with this expanse of space. It appears Japan can do anything it wants, but in reality can only do a few things that will last. The allies in the Pacific are more resilient than they seem.
b. US. The US will be the only ally that can effectively move offensively against Japan. Thus if the US is all in on Europe, Japan has cart blanche in the Pacific and should press its advantages. If the US is all in towards the Pacific, then Japan must play a high stakes games of killing the US fleet if it comes in rage but not in a way that will expose any surviving Japanese ships to counter attack. Air bases and subs will be critical to this dynamic. Beware; the US starts with more airbases and capacity to build numerous subs.
c. Carolinas or Pearl Harbor. We have discussed the virtues of using the Carolinas as a shield against US incursion. Pearl Harbor could also serve such a function. However, the later would obviously be more contested and likely to result in the US directly attacking you on favorable terrain. Although, Japan could always retreat prior to an imminent attack.
d. China. In my opinion China is nothing but a waste of time. The territories are virtually worthless and china has an extraordinary degree of tactical flexibility. It’s a sideshow. Yet I understand that I may be in the minority here. The contrary opinion is that you must kill China lest it rise up and thrust a knife in your side. Yet it seems to me that going back to the first problem with Japan, soldiers are so far and few in between for Japan that wasting them in China cripples Japan’s ability to occupy the East Indies. I am willing to be proven wrong on this however.
e. India As you know this is the primary goal. Conquering India will solidify your position in Asia beyond reproach and expose Africa and the Middle East. What can be said that is not already apparent about its importance? However, getting India is another thing. There are three modes of invasion: over land and by the sea or both. Building a 10 factory in Hong Kong or perhaps even more effectively in Malaya is critical to this endeavor. Basically there are two ways to defeat India: destroy India’s army outfield or in India itself. The former is preferable. To do so via the latter will give India the advantage of its production etc. I think the best way to do it is to churn out units in a 10 factory, maybe even another 3 in Indochina, and charge straight for India. China can intervene especially in Burma where is can park units as a block. Bringing around the fleet can be critical to this in that it will allow you flank any such giant Chinese/India force in Burma. Japan’s air force will be critical in this regard. It must on the hand be able to pose a deterrent to the US fleet and then be able to fly west to the final fight in India. One must keep accurate count and watch the turns.
f. USSR. The Soviet Far East is a chimera. There are at most 5 provinces you can take worth only 1. The 18 man strong force is a serious deterrent. I think it would be a waste to assault this force for so little gain. However, obviously this gives the initiative to the USSR. However, if Japan keeps a fleet in range to conduct amphibious landings then Japan can, in conjunction with its air force, destroy any incursion. I recommend just pulling out all troops for other purposes with the caveat of keeping units in range for a retaliatory strike.
g. Japan, Carolina, Indochina Triangle. Remember the triangle trade? Well in the Pacific there is an equivalent, without the molasses. In all my years of A&A I have stunned by how inept Japan players are with their transports. The needed dynamic could not be easier. Troops from Japan need to go to Indochina or thereabouts to engage India or the East Indies, and the transports need to be able to move back in one turn to Japan to then dump troops off at the end of their move in the Manchurian theater. Back and forth, back and forth. Yet the problem is that now you can move three from Japan to Indochina but not back. If you build a harbor in Hainan, that would fix the problem. Not to mention that with a harbor in the Carolinas, you could converge in the Carolinas with a massive force from all over the Empire in range of Hawaii or Australia. With those three harbors, Japan can move around and threaten whatever corner of the Pacific its wants with impunity. Obviously building a harbor on Hainan would have to come after building factories, and may even be rendered unnecessary. But with that harbor, Japan achieves a level of tactical mobility that will give it an advantage over any enemy seeking to invade the inner Pacific.
h. Australia. Australia can either be taken right away or only after a more lengthy investment. I’d say only go after Australia AFTER the East Indies have fallen and India. Ventures to Australia expose your flanks from attacks from the US and India.
4. Italy
a. Italy is despite its weakness only a benefit. I have found only two (2) effective purposes for Italy: (1) take Egypt and build a factor to dominate Africa and (2) open up holes in the eastern front for the Germans.
b. Africa. If the UK destroys the main Italian fleet, Italy is not precluded from taking Egypt. Italy still has one transport and 2 planes to reinforce. I bet if Italy pushes all units toward Egypt, it will succeed.
c. India Gambit. By threatening Egypt, Italy plays a crucial role in Japan’s attack on India. The only plausible source of immediate UK reinforcements for Egypt are from India. Thus the more Italy threatens Egypt/Africa the more the UK must redeploy forces there unless it decides to abandon North Africa and rely on South Africa to hold the line.
d. Italian Factory in Egypt. This is the main objective for Italy, in my opinion. Such an advent means Italy has gained local supremacy. The only way to dislodge Italy would be a concentrated UK offensive from all fronts, which is unlikely given the Japanese threat to India. The US thus can provide the only way to root out the Italian cancer via North Africa.
e. US Invasion. Italy has to beware of US invasion of Italy from Gibraltar. The US can move there in one turn from the US and then right into Italy.
f. Hog Wild, Italy. If Italy can take most of Africa and not be threatened from Gibraltar, then it will plausibly have enough case to start going hog wild, building a new fleet, large land armies, and air force. If Italy can get over a certain income level threshold, it can blossom.
D. General Notes.
Generally, all one has to do to be a good player is to think ahead, but not too far ahead. Running the possibilities 2-3 turns ahead I think is essential for any major push. However think too far ahead, and you get lost in the increasing number of permutations.
Beware counter attack. If you make a critical move, the likelihood is that your enemy has units available for a counter attack. Look for those units, make contingencies for a counter-counter attack.
If your opponent is pushing hard in one sector, then bend like a reed in the wind. Let him fall forward, and exploit his commitment by then attacking where he has let himself go weak.
Watch harbors and airfields. They are the key to surprise.