All the Russian openings: For Begginers


  • Hi,

    Old player here, having played A&A Classic a lot, but last over 15 years ago, and now waiting impatiently to introduce the 1942 2nd ed in my current gaming group!

    So I set up the board to get an understanding of the opening situation, and then came here to see what the experts think of opening moves. Very interesting read, even though I only went through the first half of page 1 so far :-).

    However, I didn’t quite understand the quoted part below, and was hoping someone could clarify for me.

    @Black_Elk:

    Finally there is the aspect that involves movement or range, which for infantry is just 1 space from where they are placed. Now when you look at the map and the production spread for Russia, you’ll see that with an 8 infantry buy, some of these units won’t be able to get into the fight immediately, because the factory in Caucasus can only produce 4 units at a time, and the factory in Karelia is indefensible in the first round, and inf units placed in Moscow will be two moves from the front during the second round. So having surveyed the situation on the ground, for the purposes of attack, buying 8 infantry doesn’t really get you the full 8 attack points the very next round. Instead you end up with just 4 attacks points “at the ready”, from the infantry out of Caucasus, and the other 4 infantry units placed in Moscow will take at least one more round to move out “into position.” To defend against German counter attacks in the second round you still get 16 on defense, but from the perspective of an early Russian offensive, the 8 infantry buy nets you just 4 attack points and 4 attack fodder hitpoints “at the ready” in the second round.

    Looking at the board, the Russia territory (with the Moscow factory) is adjacent to German-held West Russia. Why then would units placed at this factory be two moves from the front? Is this assuming Russia will attack and take West-Russia in the first turn? Or is this tutorial intended for a different board? Or am I overlooking something else?

    Thanks, ZeusEQ

  • '17 '16

    Karelia is two TTs away from Russia. Archangel is between them.
    So 4 Infantry produced in Moscow cannot be used as fodder if you want to counter-attack a just German’s conquered Karelia G1.

    Tank or plane can move over Archangel, so two Tanks give A6 points (first russian purchase :  4 Infs, 2 Tanks = 24 IPCs) or a single Fighter gives you A3 points more (first russian purchase : 1 Fg, 2 Inf, 2 Art = 24 IPCs) if part of your West Russia moved armies R1 attack Karelia R2.

  • 2024 '22 '21 '19 '15 '14

    Yeah the assumption is that the Russian player will take W. Russia from the Germans, and hopefully with enough force remaining that the Germans cannot immediately retake it on G1. W. Russia is do or die on this map, so allowing the Germans back in is ugly. If they do manage to retake W. Russia, then yes, any units placed in Moscow will be on the front line, though that is the situation we are hoping to avoid at all costs with our Soviet opener.
    ;)

  • '19 '17 '16

    @Black_Elk:

    Baltic Gambit: and the 30 IPC Russian Opening!

    I’ve got a different suggestion.
    Belarus + Ukraine Gambit: and the 28-30 IPC Russian Opening!

    2inf 1 art 1 ftr attack Belarus (82%)
    3inf 1 art 3 arm 1 ftr attack Ukraine (86%)
    7inf 1 art 1 arm (rest) attack WRussia. (95%)

    Buy 4 inf 3 art.

    Doesn’t matter greatly if you take the Belarus territory so long as you weaken the stack. But it matters greatly if you take Ukraine.
    Possibility 1: strafe Ukraine leaving only the fighter- presumably 3 arm plus 4 mobilising units plus 1 AAA and 2 ftrs end up in Caucasus. Some danger of a counter in Ukr. Max counter attack then G1 is 1 inf 1 art 2 arm 4 ftr 1 bom 1 bat. 7% to the Germans.

    Possibility 2: take Ukraine. No real possibility of holding it and a counter attack on Caucasus G1 is still possible by amphibious assault. Germany will have 1 inf 1 art 2 arm 2 ftr 1 bom 1 bat vs Russia with 4 inf/art 1 AAA 2 ftr. The germans cannot bring the Italy fighter into the assault due to the lack of a landing field in Ukraine. This attack is 19% to the Germans with 6% wipeout.

    Possibility 3: strafe Ukraine leaving the fighter and 1 arm 1 art - presumably 3 arm plus 4 mobilising units plus 1 AAA and 2 ftrs end up in Caucasus. Let’s say you also keep an art. Max counter attack then G1 is 1 inf 2 art 3 arm 4 ftr 1 bom 1 bat. 60% to the Germans.

    The above can be shifted towards the USSR by moving the second AAA to Caucasus.

    So presumably Caucasus can be held G1 unless you get very unlucky. Just need to make sure to take out all the inf and art in Ukraine.


  • I really like these ideas!

    Do you usually allow the straights to be open?  Is that just because of the Harris tournament rule?

    I’ve always just left them closed.

  • '19 '17 '16

    @nateous:

    Do you usually allow the straights to be open?  Is that just because of the Harris tournament rule?

    Yes on allowing the straights to be open. For no particular reason really.

    If you close the straights you don’t need to worry so much about too strong a counter attack into Caucasus. Those 3 tanks are great for retaking Karelia, enough that Germany will probably hold in Finland and just blitz into it on G1.


  • Whether or not the straights are open does change your opening move for Russia. But Germany not taking Egypt first turn wouldn’t be wise in my mind so not sure opening the straights helps or hurts Germany. I guess it would help Germany to have the factory only one tank move away from Egypt and India!

  • '19 '17 '16

    @nateous:

    Whether or not the straights are open does change your opening move for Russia.

    I don’t understand why?


  • because you’ll likely be reinforcing Caucausus with as much as you can.  if Germans bring in navy then that same navy can’t take Egypt on G1.

    UK will have a stronger starting point in Africa then.  could still go either way, but attacking Caucausus on G1 doesn’t seem wise.  you’ll just keep trading the land with Russia.


  • I disagree with you on not defending Karelia. As far as I know, it is unbeatable if you buy 8 infantries and place them on Karelia. I have tried to take it when I was the Axis Powers and I could not retake it at all. If you can prove to me that you can retake Karelia having 8 infantries, I will readjust my strategy with Karelia. How do you beat 8 infantries in Karelia IF the Soviets beat the Germans in Finland, Eastern Europe, and Ukraine, considering that the Soviets take all three territories from Germany?? Ofc, the fighter would fly back to Karelia to defend it, along with 8 infantries.

  • '19 '18 '17 '16 '15

    Karelia can take 2 infantries at most as the production value is only 2.


  • @innohub, huh?? When I played the game, it was unlimited placement within your own territories. I thought in the Classic Axis & Allies Edition (1984), you can place an unlimited number of units in your home territories. But, when placing outside of your territories, you can only place a limited number of units.


  • @vietgamer45 This category of the forum is about 1942 2nd Edition (issued in 2012), not about Classic (1984/86). Classic has its own category here:https://www.axisandallies.org/forums/category/6/axis-allies-classic

    Different rulesets apply.

    Welcome to the forum :slightly_smiling_face:


  • @Panther, ah ok. Thank you. :)

  • 2024 '22 '21 '19 '15 '14

    Thought this thread might do with an update, since Axis and Allies online is in early release and ranked play over there is using the Gencon set up provided by Larry a little while back. Currently that game also uses a few new rules that change the dynamics quite a bit, the main ones are no landing of fighters on friendly carriers, and no loading units onto friendly transports, which is pretty big esp. for sending fighters across the ocean in either direction.

    Axis and Allies online also uses a “defense profile” where the defender sets their casualty priorities in advance, which means that unless you are playing live and switching profiles on the fly at the last minute, you have to choose each turn your general order of loss for units. This includes things like whether subs will dive or fight, whether fighters or carriers die first, things like that. So for example, you might have to choose between diving in sz53 with the USA sub, or fighting on defense with the British sub in sz41 (Aussie evac), since right now the defense profile is universal for a given turn, and not something you can choose battle per battle. There’s been talk that some of the rules like friendly carriers might be allowed or more nuanced defense profiles allowed, but for now with those rules in play, the opening conditions in the first round are a little different.

    For Russia the main change from OOB is the Ukraine situation, because now Germany has their bomber located there. This also tweaks the German opening considerably depending on whether the bomber lives or dies. Germany is also down 1 sub in sz5 under the Gencon rules and the British cruiser is moved to the other side of Gibraltar so that also alters what Germany might try to do on their first turn.

    sz16 is open by default in Axis and Allies online, and no bid is currently supported, so that’s also something to consider.

    For the Russians the options for opening attacks are a bit more straightforward in gencon than OOB, since its basically a choice between going heavy into Ukraine or the big West Russia Wall all-in. Of the two I think Ukraine has the better payoff, but I’ve had some fun games using both openers, and some terrible games using both openers, since the swing is fairly wild and much comes down to how many hits the Germans put up in the first round of combat.

    The Ukraine play is essentially the same as OOB, but bringing 3 tanks is more essential now since Germany has another fodder unit, and a clean strafe is somewhat harder to pull off.

    For the West Russia wall, Szech and Evenki are somewhat more attractive as landing spots for the Russia fighters. For the Ukraine hit strat, its harder for Germany to get on Egypt early. So in either strat you might find some incentive to put your UK bomber in a territory with max reach into both theaters since India has 2 more inf in the Gencon set up, which makes an early hit on Japan a little simpler. Sometimes the Brits can find a clutch airblitz vs Japanese transports provided they have a landing spot, so Russia might find a reason to stack 4 or 5 units in Yakut. Keeping open a possible hit on Bury R2 can sometimes be nice, to open up a landing spot for British fighters or Bombers on UK2 that might be able to put the hurt on Japan if they fall short somewhere. Fighting east/south out of Evenki is a bit more viable too, provided Russia didn’t get stomped in their opener. So sometimes I see a fighter hanging in a more northern position for that sort of stuff. Its still pretty up in the air on R1 though, so many things could go wrong for either side that will determine the playpattern.

    In general I think its more important than ever to make sure Russia has sufficient hitpoints in their first buy to deal with whatever might happen, because things can certainly get ugly with a quickness. And there’s definitely no bomber bid to lean on in Axis and Allies Online hehe.

    One thing to keep in mind is that a full withdrawal from Caucasus gives Germany a nicer option to keep their battleship alive into the second round at least vs a British air strike, since it denies British aircraft a landing spot in Caucasus if the Germans can take it G1. Another possible reason to suggest hitting Ukraine heavy with the Russians, just so you can stack Caucasus safely and force the battleship to go elsewhere. The other German options for their med fleet aren’t too spectacular, especially if the Brits roll hot on defense somewhere, so unless they are planning a naval build to support it, there are some decent possibilities to kill the German Battleship with the Brits from the air, provided they don’t tuck up into sz16. There is also more pressure on Germany in sz7, so the Russian sub can sometimes make a big difference there now. In the defense profile for Axis and Allies online, its important to set one up for the Russian turn that has the sub remaining to fight, rather than dive, because every hitpoint counts. Making a clean sweep of the Allied Atlantic transports, or killing the British cruiser, while also ensuring that they win in sz7, and keeping the med battleship alive all at the same time is pretty tricky for Germany, so the chances that your friends the Anglo-Americans on the other side of the sea might survive with some more ships is higher. But this is also somewhat offset by the fact that USA can’t skip their fighters across the Atlantic on British carriers in A&AO, so the Russians still have a lot of weight to carry.

    I’d be curious to hear from anyone who’s playing, any thoughts they might have about the Russian opener in A&A online, but that’s what I got so far.

    Good gaming all!
    best

    Elk


  • I usually buy 4 and 3 if i don’t know my opponents skill level or i want a safe game. I never go 8 inf on R1!
    I prefer to buy 1-2 tanks depending on situation ( R1 i would go with 2 due to extra pieces at start). I only attack UKR as a hit and run and take West Russia. I tried every combination of other ideas and they just DONT WORK!. Leave Karelia and use Caucasus to Pivot your entire position. Losing Caucasus for 2+ consecutive turns means you lose the game as Russia. It controls the entire approaches to Moscow from either direction. When you control it you must trade with Germany (take/retake) Ukraine and West Russia.

    The actual moves are 3 tanks 2 fighters plus all in range against Ukraine, then all else in range against West Russia. In NCM do not move sub with UK fleet! That sucker has been known to destroy an entire German fleet including 1 CV 2 fighters ( displaced), 3 AP, and 1 CA… because its happened to me!

    In the far east EQUAL INFANTRY TO WHATEVER JAPANESE ARE IN MANCHURIA. The rest go west and 2 Infantry to Archangel.

    Turn R2 depends entirely on how well or poorly Germany did on G1. If they did a suck out, you can buy less then 8 units, which means 1-2 tanks
    Otherwise you need 8 “slots” to fill ( combination of addressing IPC so that you build 8 units, but not necessarily the same type)

    Lastly, never buy more fighters in the beginning portion of the game! You can buy them once Germany is going down.


  • Trying to hold Karelia is fruitless. I have wiped out positions as Germany where they put everything they got including the fighters and i broke their position to a point where they could not recover even with great play.

  • 2024 '22 '21 '19 '15 '14

    I usually go by the 7 hitpoints minimum rule of thumb, so if Russia is collecting 28 ipcs or more, then I will consider buying additional fighters. The received wisdom for light trades is that when you really need your Russian fighters and artillery to hit they will probably miss, and when you really need that Axis infantry to miss they will probably hit hehe, so an extra fighter may come in handy if you can afford it and it suits your playstyle. The problem, especially in rounds 3-5, is that if the Axis stack a big armor wall and start spreading fodder around, Russia can start hemorrhaging infantry and artillery pretty quickly just trying to block all the blitz paths on Caucasus or Moscow. If you put too much into the light territory trading, then it becomes harder to deadzone vs a big push. But sometimes you really need to prevent the Axis tanks from driving forward, and sometimes a bad dud on a light trade can upend your whole front line, forcing you to withdraw or hold when you’d rather advance. Ukraine, Arch, Belo all play that way on the German side, Kazakh or Novos on the Japanese side. Artillery gives you the most bang for your buck, clearly, but an extra fighter can also work if Axis aren’t already on top of you.

    With 28 ipcs though you can also buy 8 inf + 1 artillery, or 4 inf +4 artillery, 6 inf + 1 art +1 tank, or even 7 artillery, which are all stronger all around buys than 6 inf 1 fighter. So it really depends on how many hitpoints the Axis are throwing at you and whether the British or Americans have any fodder/air to help you cover the core.

    I find you can usually tell by the second or third round whether your Axis opponent is more inclined to consolidate and slam or spread their hitpoints around for the slow bleed. If they are consolidating then you probably want to do the same and spam artillery for a big wall so you can match their stacks, but if they are spreading heavier then you might consider aircraft so you can run more attacks per round and try to trade with less cost in hitpoints over the long haul. A good tell is watching to see whether your opponent is just trying to match you on the ground hitpoint for hitpoint in the air trades and being all conservative, or if they are sending more ground hitpoints than you have defending to try and push the fronts and be all aggressive in the trading game. So like say you have 1 infantry unit defending in Arch, if Germany is attacking with 1 inf +air they are probably the sort who trades light and favors consolidating. If they are attacking with 2 or more inf +air, then they might be the sort that favors the spread. You also want to see whether your opponent is conserving their artillery to deadzone, or if they are throwing it forward, because that is another tell for the opponent’s playstyle and priorities. So, say this time you have 2 inf defending in Arch, if Germany is attacking with 1 inf and 1 art + air, or just 2 inf +air and holding the artillery back to deadzone it might tell you more about who you’re playing against. Same deal keeping an eye out for the airblitz, like if you see that your opponent is willing to attack 2 of your defending infantry, with just 1 of their own + a shit ton of aircraft, that will tell you more about what you’re up against. If the opponent is particularly risk averse or prone to gamble, sometimes you can play off that, either by mirroring and trying to volley more predictably, or sometimes by doing the complete opposite to throw them off. Often you have to adapt to whatever the Axis are doing since they are usually in the driver’s seat, but if something went really well for team Allies, you might be able to dictate and get more brazen with your buys. Russia doesn’t have that luxury very often, but every now and again you can catch a nice break.

    In the Gencon version, in A&AO at least, I think the choice for Russia is either come out swinging heavy in Ukraine if you’re willing to take a chance, or stackfest West Russia if you aren’t, but I haven’t had much success doing much else. Sometimes if the newer Allied player is struggling to manage the approaches to the center of the gameboard it can help to stick to a few hard and fast purchasing rules of thumb, for a couple rounds anyway, that might go something like…

    For Russia buy more artillery and try to hold it back for a few rounds so you can build a big wall of it. Sometimes 3 artillery end up being a lot more useful than 4 infantry to manage your deadzones whatever your income level. Even if the instinct to stack infantry is strong, just trying to get whatever number of art pieces the remainder of ipcs will allow you to fit in when dividing out by 3s for max inf may not be enough to deal with a bigger Axis push.

    For UK buy more fighters than you probably think you need hehe, mainly because they allow you to skip around between Europe and India more easily, and you will need a bunch to cover vs German airblitz of your eventual Atlantic transport fleets, to threaten an Airblitz vs Japanese transports from the center, or just to hold the line on Defense. W. Russia and Caucasus are optimal because they allow you to threaten Germany 3 moves away, while still being close enough to pinball around between India and the Canal, or China or the Eastern front. The more you have the easier it is to split for double duty.

    For USA buy more transports and bombers than you think you need. If you buy a bomber per round for a few rounds, and don’t throw them away on early bombing runs, usually you can get something going before too long once you have a nice pile of them. Also when you transport your infantry around try positioning it where it can threaten two or more territories the following turn on amphib assault, instead of using them to trade territories right away. This is where having more transports and more bombers really comes in handy, because it forces the other player to split defense or possibly withdraw, without having to actually attack. Often you can stay in place and send the transports back for a repeating launch. When the infantry is already in place its easier to set up a stronger double punch with a 2 turn set up, rather than gunning early and allowing a round of delay for Axis to regroup before you can threaten again.

    In general the more stuff you have in the middle of the map the better, so like a big party with everybody all up in Russia, because its usually easier to coordinate and find an opening from there than it is from either side.


  • I have had limited success with the Ukraine attack, have to go all in though, strafe does no good imo. The thing that I can’t beat is heavy industrial bombing raids from both Germany and Japan as early as G1. This destroys Russia fast and they appear to never lose a bomber. Some losses are due to mistakes on my part, purchases, overaggressive play etc. Most seem to just be the result of the fact that Russia needs a bit of luck turn one, without that the game is instantly over. Fighters for sure with the UK, but I find myself gaining naval superiority to get the Brits going with the US, then turning to the Pacific and pressuring Japan. If not, Japan will waltz through India and Moscow while Germany builds 10 men a turn and trades comfortably with the UK and Russia. US turn one purchase, 1 CV, 3 destroyers. Does anyone have a better combo? I link up with whatever remains from the UK fleet in Morocco turn 2 then keep my USA fleet attached to wherever the UK fleet goes.

  • 2024 '22 '21 '19 '15 '14

    Yeah Russia is really the most vulnerable to sustained bombing, even though Germany never really ran a strategic round the clock bombing campaign like that vs Russia during the war. Certainly Japan didn’t hehe. As Allies its harder to get the bombing game up and running. Frequently by the time you have enough bombers to smash Berlin every round, Germany is banking enough to repair and still drop like 8-10 inf a turn. And a bad run losing bombers can really set you back trying to get the edge for a big amphib assault on the German capital. For round 1 USA it depends for me on what’s left alive in sz11 or sz53. If no transports left in 11 I usually buy a pair so 1 CV, 1 DD, 2 transports, then either a tank or sub depending on what Germany has left. If transports left alive I’d stack destroyers. If USA was ignored then I buy bombers and a CV. But yeah I agree, a lot comes down to R1/G1

Suggested Topics

  • 3
  • 16
  • 22
  • 18
  • 38
  • 12
  • 5
  • 6
Axis & Allies Boardgaming Custom Painted Miniatures

35

Online

17.4k

Users

39.9k

Topics

1.7m

Posts