All the Russian openings: For Begginers


  • i got 580 hrs at it. Also, if you use 3 tanks and 2 planes and hit and run you remove any threat to Caucasus and West Russia. If you use Caucasus as the pivot, you keep knocking down Karellia/ and or threats against West Russia/Persia. Eventually, you want the pivot to move to Ukraine.


  • @Imperious-Leader

    I haven’t played a game in over two years. My friends that play decided that the game was broken and won’t play. I would like some advice on how to convince them that this isn’t true. The new rules for 42.3 seem like they don’t really fix anything.

    So what is AAO? How is it different for Triple-A?

  • '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    I only play 42.2 online and i do pay the Harry Larris 3.0 mod.

    84%

    Anyway. The Hinge is Caucasus for Russia. You cant lose it and controlling it means you influence UKR, KAR, and West Russia.

    Build a tank almost each turn depending on spending all IPC and needs. Don’t buy fighters unless Germany is toast. Don’t buy any navy either or bombers.

    Strafe the money pit zones of primary groups of German tanks that have little fodder. Don’t lose your fighters ( most important units you got)
    You and the Allies need to be a master of a thousand cuts, forcing Germany to waste her tanks putting out fires every turn. This stops a massed attack against Caucasus.

    AS UK clear the subs build 1 CV and 2 DD, then build too 4 transports where you shuck 8 land units in France, along with USA

    In a far east i recommend bringing all but 3 inf to Moscow. Dont send armies to fight in China. It never works

    USA must fight both sides balanced about 60/40 against Germany and gradually increasing to 80% of war potential over 4-6 turns. Force Japan to buy fleet units and fight you, but buy lots of subs which are the “infantry of the seas” and the basic naval unit


  • Hey all.

    I am a new AA player, currently enjoying AAO.

    I only play ranked - that’s Harry Larris 3.0 - and only Axis.

    I find this thread really interesting and useful, even tho it’s about allies, as it explains a lot of stuff. This being said, I am looking forward to an Axis opening thread. :)

    @Black_Elk If you have time, could you please elaborate a bit on the Japan factory on East indies opening? Why is it hard for allies to crack this one open?

    After reading about it in your post, I tried it too, because examining the board it feels much easy to win India in < 3 turns. However, I’m at my 3rd try now, and every time the allied player answered with KJF. Which of course diverts my efforts from attacking India to defending Japan.

    Now, discussing allied openings a bit from the other side, I have to say that I struggled the most when the allied player did the followings:

    • kill everything in Ukraine, including the fighter
    • killed the 2nd japan transport
    • took Burma
    • landed US atlantic transports in Africa to defend UK

    All this together makes it for a very slow axis expansion and allows time to allies to build up their forces.

  • 2024 2023 '22 '21 '20 '19 '18

    Not Black_Elk but it sounds like you’re playing against competent Allied Players. Smashing the Allies by turn 3 in-general kind of stops once you hit upper Gold League/Platinum.

    I don’t want to go into too many details, as this is a Russia thread, but Germany/Japan should be focusing their efforts on killing Russia quickly, but safely. Don’t go in guns blazing with all-Tank builds. Exploit the fact that Germany and Japan have superior economies and starting units Vs. the Soviets and push towards Moscow with INF/ART pressure. For Japan in-particular, build more transports to replace the ones you lost, or get an IC on the Asian mainland (Manchuria or French Indochina are the best locations for these).


  • @DoManMacgee thanks for your replay.

    I am platinum player, indeed (before rank reset, actually) with about 67% WR.

    My game plan usually involves taking Leningrad + India + Honolulu. So taking India is more important (and seems more easy) than Moscow. This unless the ally player switches to KJF, in which case is usually piece of cake for Germany to deal with Russia. In fact I never lost a KJF game even if I managed to lose Tokyo once or twice.

    In KGF scenario, Japan makes a build up in Burma, supported by 4+4 transports that bring 8 units per turn from Tokyo there, overwelming anything that the ally can do in the long run. And once India falls, it’s usually game over.

    Since this is an ally thread, please discuss how can the ally player prevent this, in a KGF scenario?

  • 2024 2023 '22 '21 '20 '19 '18

    Same boat as you, more or less. My path to victory as Axis is usually Leningrad/India/Moscow though. Whenever I go after Honolulu my opponent always seems to just start blowing 100% of the USA’s money on fleet to prevent it.

    To answer your question, if the Allies can’t do a 100% KGF before Japan has the time to build up an 8 Transport (for a 4 transport land-bridge between Japan -> Burma), then something’s gone horribly wrong IMO. As an estimate, it would take at least 5-6 turns for Japan to build up a transport fleet that large while also spending IPCs on defending the Pacific from any US attempts at poking around with its starting fleet. 5-6 turns should be more than enough time, on paper, for the Allies to at least kill Germany’s navy + clear out Africa + have the Germans holed up in Germany/Italy/France. At that point, the India stack can retreat, since VCs are no longer an issue, and the Russians can spend all of their money trying to hold Caucasus/Persia while the US/UK try to finish off Germany and win on VCs.


  • Hmm, I thought KGF means US moves everything to Atlantic. If it will split build Japan will eat its navy in Pacific. Unless UK wins in S37, but that means the 2nd japan transport will be alive and kicking and frankly I prefere this scenario to a lost transport.

    In anycase, my J1 build is usually 3 transports, 1 tank and 1 inf. So getting to 8 transports is not hard, presuming US leaves me alone. And if US split builds, I still have 2 turns to build up vs India until I have to build ships too to compensate, and this means UK has to move everything he’s got here, so even less pressure on Germany.


  • Consider a J1 of: 1 fighter, 2 transports, 2 Infantry. Why? You use one fighter as “suicide” against US Pac fleet, and take it off as combat loss, leaving the Cruiser in Hawaii ( possibly the sub too) which forces (if US goes against Japan) to commit all remaining naval in Hawaii.

    The Kicker is you position your Jap fleet 2 spaces away with planes including the one you placed in Japan. This completes the annihilation of all US naval assets


  • Hey and thanks for your suggestion.

    I always prepare for a 2nd attack on S53, by moving 1 DD and the Indochina fighter to S50. And IMO an ally player that moves his BB there is a weak player because the remaining Japan fleet can be killed by just moving the DD and 1/2 fighters, so why risk losing that BB in J2? THis of course, unless Japan doesn’t lose any units in J1 and is forced to move in the CV, in which case it may be worth to move in the BB too even if it means losing it next turn.

    This being sais, personally I think Japan starts with a lot of fighter power and it’s not necessary to built more right in J1, so I’d rather focus on ground units and transports so I can take India ASAP. But if things go bad and I lose the fleet in S37, I’d rather build 2 transports and 2 DDs rather than 1 fighter and 2 inf that won’t get picked up the same turn.


  • @Green-Vandago I guess that just depends on who you fight against. I never 100% abandon the Pacific as USA specifically because of how dangerous Japan gets when they don’t have to spend any money on an actual combat fleet.


  • Now this is a really good point.

    As I have never played allies so far I am really curios about this issue. Leave Japan alone and focus entirely on KGF, or split build to mess Japan up? But I think one important thing here is what you do in UK1? Kill transport or gamble in S37?

    The thing is if you didn’t kill Japan fleet in S37 then you will need 2 turns to build just to match up Japan fleet. And a 3rd turn to become a real threat. In these 3 turns Japan builds 5 transports + troops to fill them up. And I think only a really bad dice can stop Japan expansion in this scenario.

  • 2024 2023 '22 '21 '20 '19 '18

    @Green-Vandago I mean you can only do so much as Allies on this map with no-bid in the first place. Axis are overwhelmingly favored, even with the LHTR setup. Ignoring Japan’s strength, Germany has an absolutely massive edge over the USSR to the point where just the USSR needs a massive thread (this one) of people trying to brainstorm ways just to survive past turn 5. It’s telling that this nation-specific thread is the only one stickied whereas in the G40 board both the Axis and the Allies have their own strategy threads stickied.

    Side-Note: I don’t like the SZ37 gambit as UK (in AAO) because you’re turning the entire game into a coin toss, but if you have like 6-8 bid to work with give UK an extra SUB/DD and it makes the attack more worthwhile. Playing this game in-person is a different animal than playing AAO.

    EDIT: Elaborated on my point a bit.


  • UK attacking the Jap fleet is really silly, its better to just kill the transport and Destroyer ( with cruiser and fighter) and kill Jap sub so its not used against Hawaii, move the rest away. Invading Borneo is a waste, Japan will kill 7 IPC transport and your men…all that for one turn 4 ipc and leaving 2 less men in India?


  • Forgot to mention: i did try to make all these bad ideas work, and learned from my mistakes!

    I usually target the German Battleship and move the carrier off India en route around cape horn


  • @Imperious-Leader I am the guy that builds a CV with Germany. So my BB is there to stay. :)

    I think attacking S37 only makes sense when planing KJF, as the US fleet in this case will put pressure on Jap at least 1 turn early.

    About Borneo. As I said, i try to explain when I strugle most from the other side. My problem with Borneo when it’s taken is because the other stuff that happens. That is 2nd transport destroyed. LC to Borneo prevents a BB bombard there and this coupled with only 1 transport attacking can result in nasty surprised - I know this as it happened to me.

    One other thing is that if you move UK ships towards UK they will spend too much time out of combat and by the time they arrive they won’t bring anything new on the table, as Germany will focus on land anyway.

    So how to best use them is to delay Japan expansion while you focus on KGF. By forcing Jap to retake Borneo AND killing the 2nd tranport that is 1 precious turn you win right there. That’s at least 3 more units you can build in India, not counting fighters you can bring there from UK.

    So, speaking form Jap side, the worst UK opening for me is when this happens:

    • transp in S61 killed with 1 CV and 1 fighter
    • fighter lands in Yunnan + 1 inf from Burma gives Jap a tough choice
    • Borneo won with 1 LC and transport
    • New Guinea won with 1 LC and transport
    • UK sub attacks Jap sub. I always dive, but some players don’t, so I have to put this on the table. And in any case, I focus on other important targets on J1, so that sub stays and will remain a nuisance for a couple of turns.

    So yeah, IMO this is the worst start for Japan. The Jap fleet will sustain no losses, so KJF is not exactly the best follow up on this, but the Jap expansion will be stalled for 1 turn and India will become a tough nut to crack.

  • 2024 '22 '21 '19 '15 '14

    Yeah I don’t think East Indies IC is a viable KJF deterrent in Gencon, I’ve tried it more than a few times, but just end up wishing I’d dropped hitpoints for the same amount of cash. OOB the India situation is different and Germany was in a stronger position out the opener, which means USA has a bit more flexibility to gun after Japan in Gencon. Marine Iguana was the dude who I first heard suggesting 5 subs on J1 as the only real way to deter KJF in A&AO, if Axis is fearful of all out Pacific Press from USA. At first this seemed like overkill to me, but having tried it a few times it definitely makes the IJN pretty flexible. The trade off is a 1 round delay on transport shucking heaving into sz61, but the upside is a more predictable KGF slog vs high stake Pacific naval contest right away. Last conversation I had on it, the consensus view was basically that conservative German play is much harder to break even in Gencon, that securing the IJN was probably the most important concern, and that of the two Axis players Japan was probably more vulnerable if they lose the sub spam race to USA by allowing America to get a build in before they drop.

    Kind of like Green I usually feel that by the time the carrier arrives in the Atlantic its not doing a whole lot for Allies that the USA wouldn’t have already have handled by then. So I tend to either go guns blazing with it right out the gate, or do the hover round east Africa thing and wait to see if there is an opening to double back on the money islands, or at least threaten Japan enough at sea that they can’t sprawl too hard. A&AO rules kinda tweak things. I tend to take the sub to protect the Aussie evac transport (and wait to see if its better to swing Brazil or double back towards money islands) if KJF. Otherwise I camp sz37 with it, just to maybe cause Japan a headache.

    I haven’t been playing much the past month though, could be something new floating around now. But that was what I saw in the pre season towards the end there before the last patch.

    I think overall I am more familiar with KGF, so might be skewing that way when thinking on vulnerability, but not sure I’d try it much anymore. Better to focus sz61 and just pushing Yunnan center route I think.

    Best
    Elk


  • @Black_Elk
    I enjoyd reading this. on the topic of japan invading India I ask: hi l. I enjoyed your story. tell me when you play, how do you “count” transport moves from japan to Manchuria? for example if a transport boat wants to bring foot soldiers or tanks how many can it carry? I debated with another player. I felt two trips so one tank and two infantry but he wanted to bring more claiming the same sea zone is infinite trips what do you do?


  • @hirohito22

    Hi

    You can bring one tank and one inf or two inf per trprt.


  • @barnee that is when a transport moves two zea zones. please notice japan and Manchuria are in same sea zone perhaps transport can bring two tanks like two sea zones, or more?

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