Hey So i was just thinking about axis and allies the other day, and came up with the this idea. Cow has started some amazing work on the axis powers and really present some strategies that change the way some of us played the game. In the same vein, I was wondering, what are some of the allies playbook? What to do with Britian if sealion is happening? What should america do? KJF? KGF? or should America go half and half? Some basic plans to help the allies out.

Best posts made by DessertFox599
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We need an allied playbook.
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RE: Victory Conditions
Ground units are not the key, look at japan army composition. They do soo well in china and India because their army is 75% air, 25% ground. You dont need tanks or artillery to take Normandy or Denmark. What you need is 4 or 5 flattops fully loaded, more us fighters in uk, 3 or 4 transports, and a shuck. bounse if UK has fighter to reinforce ground taking. I think the plan is every turn, you make a landing. Germany or Italy counter attacks and takes it. The you land again. Rinse and repeat. Eventually, Germany is going to realize that he is wasting infantry, tanks and planes to take a territory he is going to lose. That is how you get a foothold in Europe. You break their will to defend and you advance. They cant hold everything. Their gonna leave opening and you take those openings. Thats how the allies win.
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RE: Axis & Allies Community Map Files
I found a map of revised if anyone of you guys need one. It is by IL and includes the setup printed on the board enjoy!!!
20080303_AARHE_standard_with_setup.pdf -
RE: Victory Conditions
Axis players laugh at credible threats cause you cannot be a credible threat in global. You have to be a complete threat or you will get stomped. This isn’t any other version of axis and allies, where because of the year, 1942, the allies have certain advantages over the axis. You as the allied player in 1940 are on the verge of defeat. You will lose the British navy turn 1, France will fall, Japan can strike and earn more money individual than any other single power excluding america of course. The allies goal for the first 6 or 7 turns is to win the battle of the Atlantic, save Moscow, save Cairo, defend London, keep Hawaii and Sydney, and save Calcutta if you can. After that you need to make landings. Philippians islands, money islands, Normandy, Norway, Denmark, etc… With the axis not taking Moscow, not taking Cairo, or anything else, with landings in Europe and,or Asia, with continual bombings, convoys, and attrition, the players will give up. That is how the Allies win. Im speaking from a tabletop perspective, where the games have a fewer number of rounds and victory is decided by looks rather then a solid oob victory.
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RE: We need an allied playbook.
The reason to do Toronto Crockett is to get rid of the extra transport. Nobody really cares about the battleship and crusier. Its that second transport Italy has to reinforce Alexandria, take and keep Gibraltar, evacuate Africa if needed, etc.
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RE: How many G40 games have you played?
You definitely should try wining without bids. If you look at the allied playbook and the victory conditions thread, we are definitely making progress. Global is not an average axis and allies game. It is completely different and is tilted towards the allies. What you need to win with the allies is a battle plan and stick with it. And remember, America is the key Come up with a plan for America and stick with it. React if you can but focus on the plan. If its a good plan, then you will win. If its a bad one you will fail.
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RE: We need an allied playbook.
The purpose of the allied playbook is to come up with strategies without a bid. Putting a bid on the game brings up too many variables. How much extra money, where it going, etc. Those kinds of discussions are best reserved for another topic as this topic’s main focus is on strategy. I believe that the allies can win without a bid. It just very difficult hence the need for the allied playbook.
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RE: If you could design A&A from the ground up how would you do it?
I think you should pull out out A&A europe or pacific (the orginal ones), they are imo much better from a balance standpoint and have the best utilization of the convoy system. You could add that as a base and then add some cool stuff like tech, more lend lease, combined allied attacks, etc. And in those games turn 1 isnt as formulaic. At the beging of the europe game for example each side get 12 ipcs to spend and place them along with the other starting units… Allies can split it or spend it in one place. You have soo many options as to what you want to do with that.
Now how would I design a&a? Make a global version of the classic europe and pacific games, along with additional improvements on convoys, tech, multinational attacks, add a morale system, and overhaul some units that need it like aaguns. All the while try and make it as simplistic and smooth as I could.
Latest posts made by DessertFox599
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DessertFox599 vs ClemiLeFruit take 2
Teaching a friend Axis and Allies. Previous post had issues.
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RE: DessertFox599 vs ClemiLeFruit
TripleA Manual Gamesave Post: Russians round 1
TripleA Manual Gamesave Post for game: World War II Classic
Game History
Round: 1 Research Technology - Russians
Combat Hit Differential Summary :
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RE: DessertFox599 vs ClemiLeFruit
Testing Forum poster
Test summary from TripleA, engine version: 2.6.14696, time: 9:02:43 PM
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RE: Tournament Rules
@Slip-Capone If you need a player I’ve been dying to get back into axis and allies. If you have triple a I’m available.
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RE: How to change color of seazones?
@Black_Elk Thank you so much. Your work is impressive. Ive learned alot.
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RE: How to change color of seazones?
@DessertFox599 Sorry Im need so much help. Im just glad i dont see that polygon txt pop up
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RE: How to change color of seazones?
@Black_Elk Alright i updated to the latest version so i can load it and now i see this