@burmaboi The rules consistently use the term “into” when referencing the ending space of a unit’s move and “through” when referencing spaces passed through along the way. So, an air unit must conduct combat if it moves “into” an enemy-occupied space, but not “through” one (other than being fired upon by AA guns). Also, on page 14, the rules mention AA guns in “flown over” territories, which indicates that enemy-occupied territories may be moved through, and the Official Rules Clarifications make the same reference on page 2 in point 6 regarding AA guns.
The First Move
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The idea of shock and awe in the game of Axis and Allies, it exactly that, an idea. It is more of a poker game face than it is a real set of movements.
To start Germany should purchase two fighters, and the rest infantry. Using her existing air power to wipe out the entire UK navy. As well as sweeping through Africa ( as everyone I am sure knows how). Finally, Germany needs take some USSR territory (does not matter which). At the end of the turn Germany should be collecting near 40!!! IPCs. This comes as a serious blow to any Allied commander. Think about it, the UK is waterless, the USSR is staring down at, at least 4 to 5 fighters, numerous tanks and tons of infantry. Africa is in the bag until the Allied powers can decide how to pump enough resources into her. Therefore, it seems that Germany is truly on her game.
Japan, should immediatly buy an Industrial complex for Manchuria, and one transport. Her combat, of course should include the Pearl Harbor attack, and China, as well as India ( I will not go into the specific movements) After the turn Japan should be collecting near 34 IPCs and knocking on Russia’s back door.
As you know the Allies are somewhat limited the first round, and this advantage of owning the seas and closing in one the IPC victory will put any moderate opponent on his/her knees with a somewhat shocked look on their faces.
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The look of shock would be from the Allied player wondering how spread out Japan just became on J1. That tactic is fine and dandy against the AI from the cdrom game, but I fear you would spend so much time trying to fortify your position after such a sweeping move on J1 you might be putting yourself too far in the hole.
I am much more of a build transports and pass on the Pearl Harbor to protect this fleet of transports guy myself, nothing better then by J3 pumping out 6-8 INF to Manchuria, then building a IC and starting up your ARM building. Just seems to have better odds this way but I do get your point of the Shock and Awe, I am just not a player that would panic from that, I might even get a little more bold and try to take Manchuria from you on R2, causing you even more delay in building up a solid land force and forcing you to focus all effort on taking that back depending upon the way the dice rolled in that battle. Just my two cents anyway.
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It sounds like to me that you are a defensive player (and please correct me if I am wrong)…and this might explain why you would not use the Pearl Harbor attack. I can agree that sometimes the attack does not go as planned. Keep in touch
JoePar22
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The only thing that shocks me in this game any more is when I get good dice. :P
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Been there; done that, but not as much as you, dzfish. Hey, I thought you were gonna b gonfer a while? NOT YET?
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I actualy am not sure exactly what is going on with that right now. I’m kind of hanging, I think the Army likes it that way. :-?
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The allies should win everyn game, if played well. The axis does not stand a chance. The axis can only win if the allies buy’s wrong.
I played axis almost flawless and still lost…
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if you buy 2 fighters with germany (especially first turn), then russia will smash you a bit.
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2 fighters…. Lol… No infantry?
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He was refing to above. Save the IPCs to spend during G2 on inf to go with the trans for the Invasion of the UK. :o :roll: :lol: