Well I am not really offering a strategy here, I am just going to say that it really depends on what the overall strategy of the player/players of the Allies. It really isn't a individual game, it is more of a group game, either the Axis wins, which means Germany, Italy and Japan wins, or the Allies win, which means Russia, France, China, Britain,Anzac, and the United States wins. So what you do with the US is going to change from game to game depending on two main things,1. What your overall strategy with the Allies is, and 2. What is dictated by what the Axis player is doing, and of course a 3.thing is what the dice rolling are dictating, you can have a superior strategy but have the dice cause your best laid plans end up in the toilet. But if you are looking for a sure fire strategy with the US I don't really think that there is one since generally the US doesn't get into the conflict until round 3 in most games, sometimes round 2 but round 3 seems to be the norm, and by round 3 what you do with the US is largely going to be dictated by what has happened in the Atlantic (Sealion) or what the Japanese have been doing in the south Pacific, and or their advancements into China.
The best thing I can say with the US is, Prepare to be flexible, if you are flexible then you will be able to lend support to either military theater. Having a healthy air force is always a good way to stay flexible since they can move around the board faster than any other unit in the game, and possibly holding back some of you cash so that should your enemy suddenly launch a big offensive in one theater of operations, you will have the ability to shift some of your military might to that area.Anyway this is just my two cents, take it for what it is worth. Well I am not really offering a strategy here, I am just going to say that it really depends on what the overall strategy of the player/players of the Allies. It really isn't a individual game, it is more of a group game, either the Axis wins, which means Germany, Italy and Japan wins, or the Allies win, which means Russia, France, China, Britain,Anzac, and the United States wins. So what you do with the US is going to change from game to game depending on two main things,1.
What your overall strategy with the Allies is, and 2. What is dictated by what the Axis player is doing, and of course a 3.thing is what the dice rolling are dictating, you can have a superior strategy but have the dice cause your best laid plans end up in the toilet. But if you are looking for a sure fire strategy with the US I don't really think that there is one since generally the US doesn't get into the conflict until round 3 in most games, sometimes round 2 but round 3 seems to be the norm, and by round 3 what you do with the US is largely going to be dictated by what has happened in the Atlantic (Sealion) or what the Japanese have been doing in the south Pacific, and or their advancements into China.
The best thing I can say with the US is, Prepare to be flexible, if you are flexible then you will be able to lend support to either military theater. Having a healthy air force is always a good way to stay flexible since they can move around the board faster than any other unit in the game, and possibly holding back some of you cash so that should your enemy suddenly launch a big offensive in one theater of operations, you will have the ability to shift some of your military might to that area.Anyway this is just my two cents, take it for what it is worth.Good post, I agree with the above! One of the things that makes the US hard to play (As well as the UK) is that the Allies have to take on a reactive strategy to what the Axis players are doing. With the US in particular, you really have to watch what is happening on both sides of the board for the first 3 turns to determine where you are going to put your resources (Atlantic side or Pacific side). I have played the US a few times in Global and have a couple of strategies that I would not mind sharing:1) Turns 1-3 General Strategy - The US can only produce a maximum of 9 units per turn for the first 3 rounds, so you want to buy units that are going to give the US the biggest impact as soon as the war begins. After turn 3, really look at the board and see which side the Axis pose the greatest threat. If the Germans have invaded London, then you need to devote approx 70% of you war time IPC's to the war in Europe.
On the other hand, if Japan has successfully launched an India crush and taken Calcutta, then you need to do the reverse on the Pacific theater.2) On turns 1-3 of the Pacific side, I know that the US is going to have to be the counter to the Japanese fleet and air force (22 planes), so I plan my builds accordingly. Keep in mind that the minor factory in Western US can only buy 3 units, so I typically purchase something like (each turn).
1 carrier. 1 fighter. 1 subI then pull my 2 planes back from Hawaii, and also pull the plane on Phillipines back to the US. Being that you start with one loaded carrier, this gives you 4 fully loaded carriers on the start of turn 4.
I use this as the backbone of my offensive fleet for attacking Japan.3) On turns 1-3 On the Atlantic side, you generally do not need the same kind of surface fleet that is required in the Pacific. Typically the German fleet has been neutralized by turn 4, and if not it is usually blocked by the UK fleet in the English Channel. With this in mind, I try to have the US ready an invasion force for the European theater. Breath of the wild zelda mod.
On the first turn I like to buy a carrier and destroyer, and usually by the following for the next 2 turns. 1 transport. 1 infantry.
1 artilleray. 1 sub or another transportOn the Estern front, the US can actually buy 6 units per turn (during turns 1-3) so you have a little more flexibility on this front. Once war is declared, the US fleet can unload troops in Gibraltar on turn 4 which can open up a front in either Normandy or you can sail into the Med and invade northern Italy. Whan you say eastern front I think you mean the'southern front' in north africa and italy. Because if not please go into more detale because whenever I play the eastern front falls apart and would i would love to send reenforcements from america there.When talking about Eastern, I am referring to the Eastern United States or the Atlantic/ Europe side of the action. When planning my attack on Europe, it largely depends on what the Germans, and to a lesser extent the Italians, have done over the first three turns while the US is not at war. In most cases, the goal is force Germany to pay attention to an invasion in Western Europe, and divert resources away from the attack on the Russians.
If Germany cannot topple Russia, the allies win the game.In most all cases, I stage my attack from Gibraltar. As soon as the war begins, the US fleet can reach Gibraltar in one turn and can unload all of the troops that it has been building in turns 1-3. If the Germans still have a naval presence to threaten the US fleet, I will either send the UK navy south to meet up with the Americans in the sea zone off or Gibraltar or will send 3 UK planes to the airbase there to protect the US fleet. From here you have 3 options:1) Invade Normandy - I like to launch an invasion into Normandy, and have the UK either land troops right behind me or send the planes from Gibraltar or UK on their turn to reinforce the US landing. I like to take Normandy as early as possible as this puts the most pressure on the Germans early/ mid game and also gives you access to a minor factory.2) Invade Northern Italy - If Italy's navy has been depleted in the first three turns you can sail into the Med. From Gibraltar and hit Northern Italy.
I typically do this a little later in the game after I already have a foot hold in Normandy and liberated Paris. It is pretty easy to take the Italians out if you can attack Northern Italy from Southern France with US forces along with an amphibious assault with the US fleet via the Mediterranean.3) Attack Norway - I will do this if the German navy is gone or neutralized in the Baltic.
If you can take Norway, it cuts 8 ipcs off of Germany's production (3 for the territory, 5 for national objectives).Keep in mind, the Axis in Europe have very limited resources and have to use what forces they have very carefully in the first few turns. Once the US is in the war (Turn 4) Germany and Italy cannot be everywhere at once. Hit them where they are weakest/ where you have the opportunity to exert the most pressure on the Axis. The name of the game with the US is to take pressure off of Russia. If the Germans fail to take Moscow, the Allies win.
I spent several weeks on this strategy, play tested over and over, tweeking it to where it is now, I love it, it works great. Sorry if I talked fast, I get excited when talking tactics.I have now named this strategy 'The Cobra Kai'Strike First, Strike Hard, No Mercy!Good luck, I hope to hear about your victories!!After watching the vid, I noticed I forgot a couple things. First off, those strat bombers land in W Germany, utilize the +1 airbase.Second, depending on what UK does, will determine if those bombers can be released, if so, send them to bomb Moscow factory. Lastly, send some air support to the front, pair Tac bombers with tanks to get the attack @4.
Axis And Allies Europe Strategy Germany
Here is a Russian strategy that has proven so devastating to the Axis powers that it has forced my A&A buddies and I to a dopt a permanent “no Russian first attack” rule to compensate. Conventional wisdom has the Russians attacking eastern Europe on their first move.
The theo ry is that this will cut the German supply lines to the Eastern front, making a German first round attack on Karelia unattractive. The downside of an East ern Europe attack, or any Russian attack involving tanks, is that those tanks will invariably be destroyed by a German counteroffensive. In the arm s race with Germany that seems common in the first few rounds of play, the Russians can ill afford to replace lost tanks. Russia will be without offen sive power and will pose no threat to the Germans who can then focus on Africa and the British navy.A first round Russian attack is better directed at Finland-Norway. With the three Karelian infantry and the three Russian tan ks, this attack should destroy the German infantry, tank and fighter, leaving the Russians with two or three tanks. The Russian fighters should attack the G erman boats in the Baltic to avoid an amphibious assault on the exposed tanks in Finland-Norway.
Axis And Allies Global Strategy Download
These tanks will survive to fight again, retaking whateve r is lost to the Germans on their turn. Protecting Russia’s original tanks in this way allows the Russian player to purchases only infantry the first few turns to defend Karelia. Karelia will probably never be captured but even if it is, the few surviving German tanks will easily be defeated by the surv iving Russian tanks and Caucasian and Moscow infantry and Karelia retaken.This Russian first move, along with a “Germany First” policy by the Allies will make short work of the Germans who tend to ju st try and survive while Japan makes its uncontested push towards Moscow. By the time the first Japanese are approaching Russia’s Capitol, Germany has usually fallen, or is about to fall in which case the Russians can turn east and take out the Japanese march across Asia, allowing the US and UK to finish off Germany.