• 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!


  • 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.


  • 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 places

    There 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


  • @oztea:

    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?


  • that was a 2 dayer


  • 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.

  • '18 '17 '16 '11 Moderator

    @oztea:

    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 Atlantic

    Seen 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).

  • '21 '20 '18 '17

    1. as screeners to prevent a direct defeat of the US fleet
    2. as extra planes on US carriers
    3. if no J1, as defenders of India
    4. as an eastern power with 2 strategic bombers on brazil
    5. to buy an Airbase on a money island late game

    I think those are the five best ones personally

  • Sponsor

    Here’s my ANZAC Run-through video…

    https://www.youtube.com/watch?v=MpwSLkK6Qc8

  • '18 '17 '16 '11 Moderator

    Can we talk about the fact it’s an hour long video?

  • Sponsor

    @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.

  • '19 '17 '16

    @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 Cover Combat 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.

  • '18 '17 '16 '11 Moderator

    26 would be enough, you have 3 fighters.  Assuming 2 of them are deployed somewhere but the 3rd one is in decent range, you could just get 1 carrier, 1 fighter.  Unless you’re aiming for 5 fighters total for the ANZAC.

  • '19 '17 '16

    36 is preferred though. Effectively, it means a fighter has to go backwards to sit on the carrier if you only have 26. And 29 is required to avoid a wastage of a production spot. With 34 you’d probably buy a DD.

    The lack of an airbase on Sydney makes buying fighters and sending them off shore a slow process.

  • '21 '20 '19 '18 '17 '16

    ANZAC should build the fighters ahead of time, not save the 20 IPCs for a single build. If you build the fighters early, they provide defense, limited offense, and you can still drop them on the carrier later. On the other hand if you’re hoarding cash and Japan heads your way, you are limited by factory capacity in how many units you can build.

    Doing it all at once is like storing money in your mattress instead of earning interest on it.

    Marsh

  • '19 '17 '16

    I’m suggesting buying cheaper units like inf to save money rather than spending up on an expense mini navy which won’t be much use anyway.

  • '21 '20 '19 '18 '17 '16

    Also don’t overlook the possibility of just landing ANZAC fighters on US carriers. Great range extender, and gives Japan a lot to worry about.

    Marsh

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