Question about placing Industrial Complexes:
Can UK place a minor complex in Persia (2 income pro ally territory) the same turn that it took it? Or only the next turn?
Thanks
Darkman
Question about placing Industrial Complexes:
Can UK place a minor complex in Persia (2 income pro ally territory) the same turn that it took it? Or only the next turn?
Thanks
Darkman
If you play in a competitive style with your friends, take 42. Most of the 41 games are always the same (Allies concentrate on Europe while Japan is completely neglected) which means that your Japan player won’t have much fun. In 42 US has at least a real option to go Pac.
For the bids, I don’t agree with Zhukov completely but still, the 41 bid ranges from 8-9 to 13 and for 42 from 7-8 to 12, always a bit depending if you play with dice or low luck.
Just to fill this one a bit, here’s a strategy article already posted.
Strategy guides
1. General team strategy
1.1. Overall Allies strategy guide:
The momentum is clearly on the side of the Axis, the advantage in production is on your side though. Try to consolidate your positions and stabilize the Russian front. You have two basic strategy options: 1) Kill Germany or Italy first and neglect Japan. This will mean that you have a race: Kill Germany or Italy before the Japanese kill Russia. 2) Try to slow Japan while you try to kill Germany or Italy. This leads to a more balanced game, but you will need a very good teamwork on both fronts.
1.2 Axis strategy guide:
Your goal is use your momentum and conquer territories to get even in production. Your overall strategy depends on the Allies: If the Allies choose to neglect Japan, you will have to build up forces on the mainland and advance towards Russia as fast as you can. If the US builds troops in the Pacific, just get enough fleet to deter them while you try to advance on the mainland. The game is usually won or lost on the Russian front, keep that in mind!
2. Strategy guide, opening buys and opening moves by nation
Japan:
Since you start before the US does, you make sure you gain momentum on the mainland and then choose your strategy depending on the US.
Aims:
Early game: Make sure you get troops and production capacities on the mainland. Place a factory in French Indochina or Burma and establish a transport bridge to Manchuria. If the US neglects you, build more factories, the interesting territories are Burma and French Indochina in the early game, later India and East Indies along with a small transport bridge. If the US goes Pacific, make sure you max out your carrier capacities and get some subs to deter them.
Mid and late game: Depending on the US strategy, either build factories in India and East Indies to ship a load of troops towards Caucasus each turn, or deter the US while you build up a smaller force on the mainland. If the US neglects you, Germany and/or Italy might need your help, so you can either get your fleet in the med sea or send fighters over for defense.
Strategically important territories:
India is a NO for Japan. You could also take Australia or Hawaii, but India has a better production and you should build a factory there. Make sure you take it turn 3 by latest (unless Allies defend it hard, that’s possible). Apart from that, always watch your transports!
Common opening moves:
Kill the UK fleet and the US fleet. Take as much of China as possible while you try to avoid too many losses. The Chinese air unit should have a high priority. If you can, try to hold Burma.
Common opening buys:
3 transports, 2 tanks or 2 transports and 1 factory or 2 factories.
Russia:
As the starting power and at the same time the crucial point of the Axis and the Allies strategy, you need to find a good balance between aggressiveness and defense.
Aims:
Early game: Push Germany back to make them lose income and to establish dead zones on your front.
Mid game: Try to move the dead zones west and gain income of the territories while you build up a stack to deter the Japs that are getting closer.
Late game: Send more troops towards Berlin or Rome, gain your 10 IPC NO and defend your main territories against Japan.
Strategically important territories:
Karelia and Caucasus are German NOs. Karelia is very hard to hold against Germany. You might choose to give it up turn 1 and establish a dead zone there. Make sure you don’t lose Caucasus, if you lose it for a whole turn and cannot take it back this can lead to a fast decay for Russia!
Common opening moves:
Take Belorussia, Eastern Ukraine and Ukraine (alternatively, Baltic can be an option if you try to hold Karelia turn 1). You can also try a bomber gambit in SZ13 to weaken the German ambitions in the med sea and against the British fleet.
Common opening buys:
8 infantry, 4 infantry and 1 bomber, and most common 5 infantry, 1 artillery, 1 tank. Later, make sure you have enough infantry.
Germany:
Germany has an easy objective: Throw down Russia. An attack on UK can only succeed if the UK player makes some major mistakes. Germany and Italy have to play as a team.
Aims:
Early game: Depending on the Russian opening, take Karelia if possible. Kill as much of the UK fleet as you can, you don’t want to play against 2 UK transports. Also, make sure that the UK fleet in SZ12 doesn’t survive and kill the Italian fleet turn 1. Reinforce Africa if possible and try to take it turn 2 with Italian help. Try to avoid too many losses on the Russian front early on, the Russian support lines are shorter than yours. Either hold France or threaten to kill any UK sea units that enter SZ7.
Mid and late game: Find a balance between advancing against Russia and holding France and Germany. If you bought a carrier turn 1 to keep the Baltic fleet, you will lose that fleet in the mid game unless you spend a lot of credits on fleet, which will help Russia to break your front. If all the Allies play against Germany, make sure you get enough defensive forces as well as the help of Japanese fighters and try to hold long enough to allow Japan to kill Russia.
Strategically important territories:
Karelia and Caucasus, which is your NO (see Russia). Keep in mind that the UK navy can attack you in Karelia. France is important too, do not give UK or US too much income by trading it back and forth. Egypt is the key to gaining income in Africa.
Common opening moves:
As said, kill as much of the UK fleet as you can. Hit either SZ12 and either SZ1 or SZ2. Take Karelia if you can and stabilize your eastern front. If you did not buy a carrier to keep the Baltic fleet, it might be interesting to spread your ships.
Common opening buys:
1 carrier and ground troops or 1 carrier and 1 air unit and ground troops or all ground troops. You will need infantry as cannon fodder on the Russian front!
United Kingdom:
The power that is spread all over the world needs to find a way to avoid getting crushed on all front. Try to hold Egypt and, as long as you can, India. Your allies will have to help you, but in exchange UK is the nation that needs to take pressure from Russia.
Aims:
Early game: Consolidate your forces from all over the world. After a ‘normal’ German opening your fleet will have had heavy losses. Bring your transport from Africa towards the med sea, your Australian fighter to India, Hawaii or Madagascar, and stabilize your fleet around UK. Your attack options can be France or Norway, but be aware that your fleet is vulnerable.
Mid game: Build up a fleet with transports. Once you have a fleet Germany cannot sink and 4 transports, you build 8 land units each turn in UK and land in France or Norway, or if you want to help Russia, in Poland, Baltic or Karelia. If you can afford it then, you could build an IC in the colonies.
Late game: Stick with your playgrounds and look for options to invade Germany or team with Russia.
Strategically important territories:
Egypt is important, you don’t want to lose Africa. India can hardly be held over a longer time, but should delay Japan as long as possible. Your main playground should be France, while you try to fulfill the other NO of holding Gibraltar, Egypt, South Africa, Australia and Canada.
Common opening moves:
Hard to say because it depends on the German turn. Common landing targets for turn 1 are Morocco, Norway, France and Karelia, but they depend a lot on the board. Sink the German Baltic fleet if you can; and make sure that Germany can neither sink your fleet nor land in UK if they bought a carrier turn 1. Don’t forget to move your units that are spread all over the board (Australian fighter, transport near South Africa) and to consolidate Africa and India.
Common opening buys:
Building ICs in India or South Africa is usually a bad option unless you got very lucky against the Japanese or kept a lot of your fleet. Most common are a carrier buy along with destroyers, a fighter replacement (you usually lose one when you attack the German Baltic fleet) or transports.
Italy:
Italy’s role as Germany’s little helper is limited to few options: Help to defend France, help to get Africa and help on the southern eastern front. Its resources though usually allow to support two of those three objectives at most. Because of it’s limited resources, Italy is the most fragile part of the axis, but it’s also hard to reach for the allies.
Aims:
Early game: Try to help Germany, see above. Always be aware that your fleet is not killed.
Mid and late game: Make sure you do not get pressured too much because you spread your forces too far. Focus on the most important objectives. If the US comes into the med sea, make sure that you get German or Japanese help.
Strategically important territories:
Egypt (see Germany) as well as everything that you need for your NOs. You need all income you can get.
Common opening moves:
Depending on the German and British moves, attacks on Egypt, Trans-Jordan, Gibraltar or Ukraine are possible as well as just transporting units to Libya.
Common opening buys:
2 infantry and 1 artillery or 1 transport and 1 infantry or 2 tanks.
United States:
As the nation with the biggest resources, you need a good plan on how to use them. If you opt to go Pacific, you will most likely need air units, carriers and subs to fight the Japs. If you go Atlantic, you get just as much fleet as you absolutely need to protect the transports.
Aims:
Early game: Do not lose too much time. Your possible targets are Solomons to get a NO, as well as landings in Morocco. Build up a fleet and make sure you max out your transports and their capacity.
Mid and late game: Establish a steady flow of landing units. You will need at least 8 transports if you want to fight Germany or Italy. If you capture Italy and you can make sure that Germany cannot take it back in its turn, that is usually game. If you attack Japan, make sure you have enough cannon fodder (subs) for sea battles.
Strategically important territories:
Solomon and France as NOs. In the Atlantic, SZ1, 7 and 12 are important for a transport bridge; in the Pacific the Carolines are in range of everything that’s important.
Common opening moves:
Depending on what happened before, landings on the Solomons (beware of the Japanese counter) or Morocco are possible, but often you only prepare landings.
Common opening buys:
2 transports, 2 tanks and 1 carrier (Atlantic attack) or 2 carriers and 1 fighter (Pacific attack)
China:
I’ll keep this short… without massive support of the allies, who usually cannot afford that early on, China is dead by turn 3 or 4 against a good Japanese player. Use it as a brakeshoe as long as you can.
Just a few points that might help your decision:
Summary:
I personally get an IC and 2 transports turn 1 with Japan. If I have 3+ fighters left after my attacks and can land them in Burma, I do that and place my IC there. That makes sure that I keep Burma turn 1 and can attack India turn 2.
Overall the buy gives me flexibility: The money of the IC is not lost even if UK gets an India IC and US goes Pacific, I can add another IC in French Indo and outproduce them. Also I don’t risk to lose an early IC build in East Indies or Borneo to a US Pacific strategy. If I see US goes Atlantic, I can still build there.
About the way to attack Russia: You will have to attack on all 3 fronts. The India/Persia route should have priority because you have a NO in India and because threatening Caucasus is important if Allies go KGF. But you also need some forces to run over China, and you don’t want to give Russia the income of their east territories for free all the time, so you will have to attack there with minor forces.
Just my 2 cents
Darkman
Hi guys,
if anyone likes to start a discussion about 42 strategies… ;-)
I’ll paste a link here to a beginners guide to 42. For more idea and input, feel free to post!
http://www.axisandallies.org/forums/index.php?topic=21182.msg717371#new
Greetings
Darkman a.k.a. Charon
Hi guys,
since ww2 v3 1942 is a map that gains more and more players, I will try to give you a short guide for beginners here.
This guide will include the basic strategies for Axis and Allies in 42, along with separate advice for every nation, and some common openings. If you have useful additions, please feel free to post!
General advice:
I don’t advise this map for a player who is completely new to TripleA. Get used to the game by playing Classic or Revised, which have smaller and less complicated maps. Then play 41 or 42 against the AI a few times and try to use this strategy guide. After a little time to get used to it, you should win the games because the AI is pretty bad. Be familiar with the game mechanics and the rules! The game is usually played with national objectives (NOs), which are very important since they give additional income if you have them. Be familiar with the game mechanics and the rules! You can find the national objectives in the game menu under Help, Game Notes.
Basic setup: The bid
As in WW2 v3 1941, the Axis have an edge in this map. To compensate that, Allies get a bid of mostly 9 or 10 IPCs.
The most common way of spending the bid are Russian ground units on the German border for the initial attack, possibly you might want a unit in Egypt to make sure you keep it (especially if playing with dice).
Strategy guides
1. General team strategy
1.1. Overall Allies strategy guide:
The momentum is clearly on the side of the Axis, the advantage in production is on your side though. Try to consolidate your positions and stabilize the Russian front. You have two basic strategy options: 1) Kill Germany or Italy first and neglect Japan. This will mean that you have a race: Kill Germany or Italy before the Japanese kill Russia. 2) Try to slow Japan while you try to kill Germany or Italy. This leads to a more balanced game, but you will need a very good teamwork on both fronts.
1.2 Axis strategy guide:
Your goal is use your momentum and conquer territories to get even in production. Your overall strategy depends on the Allies: If the Allies choose to neglect Japan, you will have to build up forces on the mainland and advance towards Russia as fast as you can. If the US builds troops in the Pacific, just get enough fleet to deter them while you try to advance on the mainland. The game is usually won or lost on the Russian front, keep that in mind!
2. Strategy guide, opening buys and opening moves by nation
Japan:
Since you start before the US does, you make sure you gain momentum on the mainland and then choose your strategy depending on the US.
Aims:
Early game: Make sure you get troops and production capacities on the mainland. Place a factory in French Indochina or Burma and establish a transport bridge to Manchuria. If the US neglects you, build more factories, the interesting territories are Burma and French Indochina in the early game, later India and East Indies along with a small transport bridge. If the US goes Pacific, make sure you max out your carrier capacities and get some subs to deter them.
Mid and late game: Depending on the US strategy, either build factories in India and East Indies to ship a load of troops towards Caucasus each turn, or deter the US while you build up a smaller force on the mainland. If the US neglects you, Germany and/or Italy might need your help, so you can either get your fleet in the med sea or send fighters over for defense.
Strategically important territories:
India is a NO for Japan. You could also take Australia or Hawaii, but India has a better production and you should build a factory there. Make sure you take it turn 3 by latest (unless Allies defend it hard, that’s possible). Apart from that, always watch your transports!
Common opening moves:
Kill the UK fleet and the US fleet. Take as much of China as possible while you try to avoid too many losses. The Chinese air unit should have a high priority. If you can, try to hold Burma.
Common opening buys:
3 transports, 2 tanks or 2 transports and 1 factory or 2 factories.
Russia:
As the starting power and at the same time the crucial point of the Axis and the Allies strategy, you need to find a good balance between aggressiveness and defense.
Aims:
Early game: Push Germany back to make them lose income and to establish dead zones on your front.
Mid game: Try to move the dead zones west and gain income of the territories while you build up a stack to deter the Japs that are getting closer.
Late game: Send more troops towards Berlin or Rome, gain your 10 IPC NO and defend your main territories against Japan.
Strategically important territories:
Karelia and Caucasus are German NOs. Karelia is very hard to hold against Germany. You might choose to give it up turn 1 and establish a dead zone there. Make sure you don’t lose Caucasus, if you lose it for a whole turn and cannot take it back this can lead to a fast decay for Russia!
Common opening moves:
Take Belorussia, Eastern Ukraine and Ukraine (alternatively, Baltic can be an option if you try to hold Karelia turn 1). You can also try a bomber gambit in SZ13 to weaken the German ambitions in the med sea and against the British fleet.
Common opening buys:
8 infantry, 4 infantry and 1 bomber, and most common 5 infantry, 1 artillery, 1 tank. Later, make sure you have enough infantry.
Germany:
Germany has an easy objective: Throw down Russia. An attack on UK can only succeed if the UK player makes some major mistakes. Germany and Italy have to play as a team.
Aims:
Early game: Depending on the Russian opening, take Karelia if possible. Kill as much of the UK fleet as you can, you don’t want to play against 2 UK transports. Also, make sure that the UK fleet in SZ12 doesn’t survive and kill the Italian fleet turn 1. Reinforce Africa if possible and try to take it turn 2 with Italian help. Try to avoid too many losses on the Russian front early on, the Russian support lines are shorter than yours. Either hold France or threaten to kill any UK sea units that enter SZ7.
Mid and late game: Find a balance between advancing against Russia and holding France and Germany. If you bought a carrier turn 1 to keep the Baltic fleet, you will lose that fleet in the mid game unless you spend a lot of credits on fleet, which will help Russia to break your front. If all the Allies play against Germany, make sure you get enough defensive forces as well as the help of Japanese fighters and try to hold long enough to allow Japan to kill Russia.
Strategically important territories:
Karelia and Caucasus, which is your NO (see Russia). Keep in mind that the UK navy can attack you in Karelia. France is important too, do not give UK or US too much income by trading it back and forth. Egypt is the key to gaining income in Africa.
Common opening moves:
As said, kill as much of the UK fleet as you can. Hit either SZ12 and either SZ1 or SZ2. Take Karelia if you can and stabilize your eastern front. If you did not buy a carrier to keep the Baltic fleet, it might be interesting to spread your ships.
Common opening buys:
1 carrier and ground troops or 1 carrier and 1 air unit and ground troops or all ground troops. You will need infantry as cannon fodder on the Russian front!
United Kingdom:
The power that is spread all over the world needs to find a way to avoid getting crushed on all front. Try to hold Egypt and, as long as you can, India. Your allies will have to help you, but in exchange UK is the nation that needs to take pressure from Russia.
Aims:
Early game: Consolidate your forces from all over the world. After a ‘normal’ German opening your fleet will have had heavy losses. Bring your transport from Africa towards the med sea, your Australian fighter to India, Hawaii or Madagascar, and stabilize your fleet around UK. Your attack options can be France or Norway, but be aware that your fleet is vulnerable.
Mid game: Build up a fleet with transports. Once you have a fleet Germany cannot sink and 4 transports, you build 8 land units each turn in UK and land in France or Norway, or if you want to help Russia, in Poland, Baltic or Karelia. If you can afford it then, you could build an IC in the colonies.
Late game: Stick with your playgrounds and look for options to invade Germany or team with Russia.
Strategically important territories:
Egypt is important, you don’t want to lose Africa. India can hardly be held over a longer time, but should delay Japan as long as possible. Your main playground should be France, while you try to fulfill the other NO of holding Gibraltar, Egypt, South Africa, Australia and Canada.
Common opening moves:
Hard to say because it depends on the German turn. Common landing targets for turn 1 are Morocco, Norway, France and Karelia, but they depend a lot on the board. Sink the German Baltic fleet if you can; and make sure that Germany can neither sink your fleet nor land in UK if they bought a carrier turn 1. Don’t forget to move your units that are spread all over the board (Australian fighter, transport near South Africa) and to consolidate Africa and India.
Common opening buys:
Building ICs in India or South Africa is usually a bad option unless you got very lucky against the Japanese or kept a lot of your fleet. Most common are a carrier buy along with destroyers, a fighter replacement (you usually lose one when you attack the German Baltic fleet) or transports.
Italy:
Italy’s role as Germany’s little helper is limited to few options: Help to defend France, help to get Africa and help on the southern eastern front. Its resources though usually allow to support two of those three objectives at most. Because of it’s limited resources, Italy is the most fragile part of the axis, but it’s also hard to reach for the allies.
Aims:
Early game: Try to help Germany, see above. Always be aware that your fleet is not killed.
Mid and late game: Make sure you do not get pressured too much because you spread your forces too far. Focus on the most important objectives. If the US comes into the med sea, make sure that you get German or Japanese help.
Strategically important territories:
Egypt (see Germany) as well as everything that you need for your NOs. You need all income you can get.
Common opening moves:
Depending on the German and British moves, attacks on Egypt, Trans-Jordan, Gibraltar or Ukraine are possible as well as just transporting units to Libya.
Common opening buys:
2 infantry and 1 artillery or 1 transport and 1 infantry or 2 tanks.
United States:
As the nation with the biggest resources, you need a good plan on how to use them. If you opt to go Pacific, you will most likely need air units, carriers and subs to fight the Japs. If you go Atlantic, you get just as much fleet as you absolutely need to protect the transports.
Aims:
Early game: Do not lose too much time. Your possible targets are Solomons to get a NO, as well as landings in Morocco. Build up a fleet and make sure you max out your transports and their capacity.
Mid and late game: Establish a steady flow of landing units. You will need at least 8 transports if you want to fight Germany or Italy. If you capture Italy and you can make sure that Germany cannot take it back in its turn, that is usually game. If you attack Japan, make sure you have enough cannon fodder (subs) for sea battles.
Strategically important territories:
Solomon and France as NOs. In the Atlantic, SZ1, 7 and 12 are important for a transport bridge; in the Pacific the Carolines are in range of everything that’s important.
Common opening moves:
Depending on what happened before, landings on the Solomons (beware of the Japanese counter) or Morocco are possible, but often you only prepare landings.
Common opening buys:
2 transports, 2 tanks and 1 carrier (Atlantic attack) or 2 carriers and 1 fighter (Pacific attack)
China:
I’ll keep this short… without massive support of the allies, who usually cannot afford that early on, China is dead by turn 3 or 4 against a good Japanese player. Use it as a brakeshoe as long as you can.
That’s all folks… I hope this helps you a bit to find fun in a WW2 v3 1942 game. If you have questions or add-ons, just post!
Darkman a.k.a. Charon
We faced another hard argument :p there was like 2 japan subs and a fleet without a sub or destroyer.So we didnt know either the japaneese player could pick up to be submerged or not .İ mean does he have the choice? Althoug it was not his round. İt was American round… Eventually we played just the first round of the combat. and american fleet fired back. and destroyed the subs. (Fighters atacked as well ).Did we do something wrong? :s
No, you didn’t. No destroyers present -> Japanese subs have first strike and fire, casualties are removed, then US fires back. AFTER the first turn of combat, subs can submerge if there is no enemy destroyer present. If they are killed though first turn of combat, shit happens. NOTE: This is the Revised rules. In v3 rules (like in Anniversary Edition or so) subs can submerge instantly (there are other differences too).
İs spring 1942 a better game ? and includes more models or stuff
I admit I am not familiar with Spring 1942, unless it’s the same as the 1942 Anniversary Edition setup. What I can really recommend is the Anniversary Edition (contains 41 and 42 setup), but it’s expensive. The Europe 1940 and Pacific 1940 combine to Global 1940, which seems to be a good but very long game.
Okay I’ll try to keep this as short as possible ;-)
1. Not at all. I personally don’t think map changes are useful because most players unbalanced things more than they balance them. If you like bigger games, I can suggest trying the Anniversary Edition, Europe 1940 or Pacific 1940, or Global 1940 (Europe+Pacific together), but for the start Revised is very good to get used to the game.
2. A bid gives a side, either Axis or Allies, additional IPCs before game start, which they can use to buy units that are placed on the board before game start. This is done to balance the game. Revised mostly uses a bid of 8 or 9 for the Axis, whereas e.g. Anniversary uses an Allies bid. The units purchased with the bid money can be placed in any friendly territory usually, but only 1 unit per territory (that’s common but upon your agreement). When you bid for a side, say Axis in Revised, you could e.g. bid 12 for Axis, your friend goes lower to 11, you say 9, he says 8, then you say you pass, so he gets Axis and a bid of 8. So the bids go lower and lower until the sides are determined.
3. No idea ^^ I am not really good at that.
4. Just AA guns may fire on the bombers. Fighter interception is not possible in bombing raids. This is a reason why you may want to use the LHTR heavy bomber rules (then heavy bombers choose their best dice of the 2 they have in attacks, the better one +1 for bombing raids, but can’t take both) if you play with tech because heavy bombers are a bit overpowered.
5. Yes, kinda. If no destroyers are present, the subs have their first strike ability. So the subs of both sides would fire first in your first turn of combat, then casualties are taken (note: must be sea units), then the remaining units fire. After the first turn of combat, surviving subs can submerge and then not take part in combat anymore (also can’t be taken as losses then anymore). If they don’t, repeat the same process as above, subs first strike, then other units fire, for the remaining combat. If a destroyer is present, it prevents enemy subs from submerging and takes away their first strike (so you can fire back with all units, even when the sub hits some they still get to fire back) as long as the destroyer is alive.
I hope this answers most of your questions
Darkman
See other thread about Russia strategy… overall I can just say: DO NOT PLAY WITH NAs. In my opinion they are very unbalanced and can shift the game into certain directions very much. Just as examples: Lend-Lease for Russia is a lot stronger than e.g. Trans-Siberian railway; Luftwaffe Dive Bombers are strong; Joint strike or Colonial Garrison are sick; same are Superfortresses which are just stupid especially with heavy bombers.
Oh man this is even worse ^^
If Russia falls before turn 5, you had either very bad dice or a poor strategy.
Turn 1, Russia attacks West Russia big + either Ukraine (which I prefer because it takes pressure from Cauc and kills a German fighter) or Belorussia with just enough forces to win. Give up Karelia, establish a big army in West Russia. Play semi-aggressive, keep Germany away from Moscow and Caucasus, their support lines are longer than yours. If you lose Cauc or West Russia and cannot take it back that’s a major disadvantage. Do NOT turtle with inf unless you really have no other options because this will make it easy for Germany to take your territories and get even more income. Common buy for Russia turn 1 is 3 tank, 3 inf or 2 tank, 2 inf, 2 art. If you get rich because Germany falls back, maybe get 1-2 more fighters instead of tanks if you have enough inf. If Germany goes all Russia, you will need Allies help about turn 5. Look for options to set up 1-2 beatings in Karelia or Archangel (maybe even Cauc), where UK bombards, lands with air support and sacrifices all ground troops; then Russia takes care of the rest. If all goes wrong, make sure you have allied fighters in Russia to hold Moscow.