Wow - thanks again for all the great responses.
I have now played the (computer) A&A game another half dozen times yesterday, starting off with Restricted Russia and other extra rules to help the Axis. And I finally won. So I played a couple more times and, I won again. So I turned off the extra rules in my favour and…now I can’t LOSE as Germany!
My initial mistake was trying to take on the Allied transporter armadas - these are better left alone since they are ineffective in the time it takes the Axis powers to win the game. An all out offensive in Africa, supported by para drops and the single transporter in the Med wins lots of IPCs, sufficient to support an overwhelming offensive against Russia the following turn, pouring in men, tanks and AAA (I’ve found AAA superb value for money). Once you have half a dozen men and a tank or two in Africa (don’t bother building an IC here) it’s yours for keeps. A modest force in WEurope and Norway will hold off for the duration and so you can just keep flooding Karelia with troops and armour, keeping the Fighters just back from the front line after their sorties and also keeping a reserve of tanks to deploy wherever Russia counter attack. Within a handful of turns Germany has done enough to utterly blunt the Allied campaign in the European Theatre and Japan will have taken all of Asia and be encroaching into SAmerica and mainland USA.
Excellent rules TG Moses - I’ll be trying out some of those for sure. I like the sub pens idea, and the automatic awarding of weapons development. I think this is a way forward - weapons development shouldn’t be something that you optionally roll for - because just about everybody ignores it and buys men and tanks instead, so it gets ignored. There should be a scheduled weapons development programme, perhaps still rolled for after certain pre-determined turns, but not costing any IPCs.
I’m not so sure about Spain’s involvement but, for realism, how about restricting Japan from entering Soviet land zones? A little draconian but…
AAA - this is great, I try and put at least one into most zones. It would be nice to have a coastal defence version of AAA which had a first strike attack against shipping.
Strategic bombing - pointless, the worst damage you can do is minimal, especially against a country with 40 IPCs to spend and you run the risk of heavy losses against AAA. I never do any, and all the Allied Strat bombing against me ends in disaster for them.
Subs - definitely need to be submergable before aircraft have a free stab at them - otherwise they’re pretty much cannon fodder.
Ozone27 - I wasn’t referring so much to Diplomacy as a dry logistical exercise, so much as hex games. Diplomacy is far from a logistical exercise, you’re absolutely right, it’s pure…well…diplomacy. A unique game, though last time I played I seem to remember it took us 8 hours of exhausting negotiation to reach a draw.
Talking of Diplomacy - how about some extra phases in each game turn, like:
- diplomacy (or is it too late for pacts?)
- weather (a good way of reigning in the Allies attack on Europe)
- weapons development (not optional - everybody rolls for free, see above)
- intelligence (you don’t physically place all your units straight away, you keep a record of them and only place them when they’re adjacent to the enemy or the enemy finds out about their location by some ‘Intelligence’ roll)
- nuke (after round n, if the USA can roll more than Japan’s IPCs with 6xD6 they get to drop the nuke and Japan may surrender)
- delayed US entry (US can only enter the war if Japan meets certain conditions constituting an attack on US)
Thanks again all