ANZAC (and UK) can. USA cannot.
ANZAC Strategy
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The Brazillian
Turn 1 send a transport with 1 arty to SZ 66 on the europe board, leaving a fighter on New Zeland
Turn 2 Annex Brazil, and land a fighter there, you now have 3 Inf, 1 Art, 1 FGT
Turn 3 Land at Gibraltar, or Morocco
Turn 4 Be helping the allies in the AtlanticWhat about increasing ANZAC’s income by taking the money Islands? Going on a world tour so ANZAC can help in the European theater is a MEGA waste of time and resources. By the time you get to Brazil that loaded transport could have netted you could be earning 7 more IPC’s with Java and Celebes. As well, I’m sure the Italians are shaking in their boots……“OH NO, the big bad ANZACs are coming for us with their 10 IPC’s>>>>>>>>>>> we had better retreat”
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provided Italy has attacked west and taken the french NAfrican coast, there’s another possible 3 dollars for them. Also, if Japan attacks J2, then I think moving on Brazil is a wise idea. If Japan is waiting till J3 or later, then going after the money islands is best.
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If Japan is waiting till J3 or later, then going after the money islands is best.
I agree
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Anzac building a transport turn 1, in conjusction with the brazilian nets them 16 on their 2nd turn. If they take Java, India aiming to capture sumatra then celebs
I expect japan to only attack on J3
J2 attacks are attacks of oppurtunity, and rarley happen in my game group. -
The Brazillian
Turn 2 Annex Brazil, and land a fighter there, you now have 3 Inf, 1 Art, 1 FGTAir units may only land in territories that have been friendly since the beginning of the turn.
So you can’t land a fighter there on Turn 2.
I agree with Idi Amin, there are some more interesting things to do in the pacific than going after Bresil right from the start with Anzac. Maybe later in the game you can go and take it if UK hasn’t been able to do it.
Personally, if there is no J1 attack, i take Java with Anzac and Sumatra with india with 2 infantry each on Turn 1. Turn 2, Anzac can take Dutch New Guinea with 2 inf and leave Celeb to India.Anzac is tricky to play. You want to build some naval units because it’s about the only way Anzac can be useful in the pacific, but when you do that, with only a minor IC, you don’t get to build ground units, which leaves Anzac very vulnerable to any amphibous assaut from Japan. Any time Japan’s fleet (or part of Japan’s fleet) + 4-6 transports are in range of New South Wales, Queensland or South Australia, you have to be in position to defend/retake New South Wales. So basically, every time Japan has some loaded transports in Carolina, Philipines, Malaya, you have to bother about NSW. Often, the only way to stop it is relying on US troops from Hawai.
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I ended up being able to Capture Japan (ANZAC had no part, it was all USA) when Japan failed on a some risky moves and I was able to counter attack against the island.
I had been flying US fighters in a train from West US to Australia, because the transport supply line had been interrupted early on. ANZAC seems to be too far out of the way to do anything once Japan is more or less secured, the USA or UK would be the ones to actually do the fighting. In my limited experience (3 games), all they have done is sit in a strategic defensive territory for another allied country.
Thanks for the help and input!
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I always like to build a factory late in the game in Queensland after the Anzac have the money islands, you cant pump out 31 ipcs in just one minor, but I suppose your looking for early game strategies… I’ve never done the Brazilian strategy but I think it’s better used in the pacific.
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Whoops, the fighter landing there was me confusing the “Dutch” rules with the “Pro-Allies” rules
But still, ANZAC units in the atlantic arent all bad, consider this.
In A&A there is one thing you cant buy, and thats another turn. But with UK and ANZAC you can almost get one,UK takes denmark, ANZAC lands at unprotected berlin? game over.
You say no good player would fall for it, but the same could happen to Rome, or other placesThere is something to be said about having another combat move phase, and units to make a move there.
Its not a great idea, but it is unconventional, and in a game when ANZAC can do little else to help the allies, then there is at least this move -
Another event, worth noting, was a game wherin japan had lost all territory but the home island, with 2 fighters and 20+ infantry, but the island was totaly convoy raided. Moscow had fallen, and Germany stretched from France to the Soviet Far East, but couldnt get into china because it had 30 infantry at each border territory
ANZAC had control of all the money islands, and French Indo China, and a minor there. It and India were doing all they could to hold germany back from india, with a german minor in west india.
ANZAC was a juggernaut in this game, collecting 34 IPCs with NOs. Its 3 factorys stretched to the limit funneling units to india
That was a WEIRD game, because no one wanted to quit. US eventualy ended the game by landing 20 tanks and 20 infantry at Korea, and Norway. And since this wasnt alpha anything….they built two majors on their next turn and germany surrenderd
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Another event, worth noting, was a game wherin japan had lost all territory but the home island, with 2 fighters and 20+ infantry, but the island was totaly convoy raided. Moscow had fallen, and Germany stretched from France to the Soviet Far East, but couldnt get into china because it had 30 infantry at each border territory
ANZAC had control of all the money islands, and French Indo China, and a minor there. It and India were doing all they could to hold germany back from india, with a german minor in west india.
ANZAC was a juggernaut in this game, collecting 34 IPCs with NOs. Its 3 factorys stretched to the limit funneling units to india
That was a WEIRD game, because no one wanted to quit. US eventualy ended the game by landing 20 tanks and 20 infantry at Korea, and Norway. And since this wasnt alpha anything….they built two majors on their next turn and germany surrenderd
How many days did this game last?
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that was a 2 dayer
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I find one of the best things best thing anzac can do is.
1on round one Britain keeps its fleet in 81 to protect the transport.
Then anzac puts one inf in Egypt on the british transport on turn 1.
round 2 Britain moves the transport next to persia and anzac takes pursia.
Round 3 anzac builds minor factory on pursia
round 4 anzac can build 9-full income that can help Soviet Union india china or egypt…
or my favorite move just set back and make the axis think twice about attacking :evil: -
I had a game alot like that one but germany took india and italy took malaya japan got invaded britian held middle east and retook india but italy held out in Malaysia for 10 plus rounds thanks to stranded Japanese and german aircraft that game lasted 25 rounds if germany didnt get dumb with its airforce in the middle east and waited a round and japan saw troops in canada can get to japan with a port the axis would’ve won.
oh and japan went out on round 12 -
Try and take Tokyo? :-D
I’ve been able to take out Japan multiple times by clearing Tokyo and blockers and paving the way for a lone transport to capture the Japanese capital. If you have 4+ loaded US carriers plus some bombers, you can usually strafe Tokyo down quite a bit. Especially as Japan if strips most/all of the starting land units to move against the DEI/mainland and doesn’t build many replacements. US could always ncm a carrier or two into sz6 after strafing Tokyo and clearing out any blockers so the Aussies can use their air to help with the take if needed. US or Aussies could also throw out a blocker or two so Japan doesn’t just retake their capital.
Even trying for it can depend a lot on your opponent’s complacency, luck, and how much of a gambler (or desperate) you are. Trying to take Tokyo can be a very a high risk-high reward situation as you’ll likely be losing most of your US air force. But oh boy if you get it. I’ve tried it 6-8 times and taken it 4-5 of those ones.
One of the times I took it really salvaged a game for me that I in all honestly should’ve lost. A combination of bad dice and bad decisions against a really solid opponent had the axis poised to win on both sides of the map. My opponent got a little too cocky as he was kicking my ass up and down that board and left Japan lightly defended after ensuring my US trn were out of position or blocked from trying an invasion. But US air was able to mostly clear Tokyo, leaving the Aussies to send in 2 inf plus 4 fighters to finish it off. The only Japanese transports were off India, so Japan was done building in that game.
Good thing too as China, India, & Russia had all fallen. US was finally able to focus in Europe and left the Aussies to clean up the Pacific with the fighterless US Pac fleet. The British ME factories were overrun as the Brits retreated back to Egypt. 4+ US fighters a turn started landing in Egypt just in time to bolster the defense. Despite that Egypt still fell twice, but was recaptured both times either with US troops or UK mech/arm from SAF.
Meanwhile Aussies had 90+ IPCs from sacking Tokyo plus their regular income and could only build 6 units a turn. I eventually was able to get Korea, Kwangtung, & FIC producing plus a 2nd minor in Australia itself. By the time my opponent surrendered, the Aussies owned all the DEI, Korea, FIC, Japan, most of the 1 IPC Jap islands, and had liberated most of the SFE for itself as well as getting both India and China back into the game. Anzac was making like 55+/turn and actually had more income before India itself was liberated. Probably one of the crazier games I’ve played in.
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The Brazillian
Turn 1 send a transport with 1 arty to SZ 66 on the europe board, leaving a fighter on New Zeland
Turn 2 Annex Brazil, and land a fighter there, you now have 3 Inf, 1 Art, 1 FGT
Turn 3 Land at Gibraltar, or Morocco
Turn 4 Be helping the allies in the AtlanticSeen this a few times.
What I like about it is that Brazil is virtually permanent cash for ANZAC. And, as mentioned above, it does bring more troops to Africa for the fight.
What I don’t like about it, you’re short a transport now for the Pacific. Then again, that begs the question of if you want Australia to take some/all of the DEI or leave them for India?
I, personally, like t get at least one carrier for the Australians at some point of time. Failing that, keeping three fighters in the Pacific is nice because the US can take an island, ANZAC can land fighters there for Cover Air Patrol (scrambling).
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- as screeners to prevent a direct defeat of the US fleet
- as extra planes on US carriers
- if no J1, as defenders of India
- as an eastern power with 2 strategic bombers on brazil
- to buy an Airbase on a money island late game
I think those are the five best ones personally
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Here’s my ANZAC Run-through video…
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Can we talk about the fact it’s an hour long video?
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@Cmdr:
Can we talk about the fact it’s an hour long video?
Pretty impressive eh?… no dinky 5 minute vids for my subscribers, they deserve an hour.
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@Young:
@Cmdr:
Can we talk about the fact it’s an hour long video?
Pretty impressive eh?… no dinky 5 minute vids for my subscribers, they deserve an hour.
Isn’t it about the same length as the US one and 2/3 the length of the UK one.
The US one could have more and the ANZAC one less. But then your subscribers would say that there isn’t enough in there for ANZAC.
I’ve got a few suggestions for what ANZAC can do:
- Conquer Iraq or FIC. That provides a place they can build an IC
- in a neutral crush game ANZAC can take Saudi Arabia. Sth America also has 3 2IPC neutrals and could have an IC on them although it isn’t very useful and Turkey isn’t very likely.
@Cmdr:
I, personally, like t get at least one carrier for the Australians at some point of time. Failing that, keeping three fighters in the Pacific is nice because the US can take an island, ANZAC can land fighters there for
CoverCombat Air Patrol (scrambling).Yes, CV for the Aussies makes them many times more useful. Generally requires some discipline to save enough to have 36IPCs in a round because you want the two fighters on the same turn.