@JDOW said in Allied Playbook Draft v1.0:
Again, it does not make any sense to determine a strategy before you saw the G1. The G1 HEAVILY influences the way Russia is to play, so as Allies, lean back wait for the German turn 1 to complete and then ask the following questions:
What did Germans buy? Naval or ground or air?
How many planes did the Germans lose?
Did any fast mover die on French soil?
How many inf did the Germans lose at Yugo?Based on the answers, the overall strategy can be determined as:
If the Germans played all against Russia (ground buy, no planes lost, good dice Yugo and France) --> Turtle with Russia!
Against well-played Anti-Russian Germans the Russians CANNOT go offensive. They won’t be able to stop the Germans if supported by Italian can openers.
Thus, buy 11 inf 1 art and turtle.
By the way, I could write pages full of considerations on “How to turtle correctly”, playing Russia correctly is some kind of art to me which is underestimated by many players (my personal opinion) but let’s keep it simple for now.IF the Germans lost a lot of planes/fast movers/inf at Yugo and IF they went Naval G1 -> Then Russians can create more attacking power. I would still advise against 6 armor and rather buy like 7 art, 3 inf, or 4 art and 7 inf.
100% THIS!!! There is a reason there is no Italian playbook, you cannot know what an optimal turn looks like until all fights are had and all pieces moved. I find that having a set of preferences is, strategically, the most rigid one should be when the initiative is not yours. Some of the worst games I’ve played have been when I’ve tried to shoe horn in a strategy that doesn’t suit the scenario.