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Perhaps you can gain IPCs faster elsewhere – by invading a nearly empty India from Africa for instance. If you’re playing Germany, for instance, and you are mercilessly pressing towards Moscow, yet are getting nowhere (let’s say because the British are heavily reinforcing the Russians), this might mean that the Allies have weaknesses elsewhere that you might exploit. The dice are fickle – and sometimes no amount of strategy can help with bad rolls – and so it’s important not to get too fixated on one goal. The greatest skill you need to develop is the ability to adapt. The first rule for A&A is less of a rule than a mindset it is the realization that no plan is perfect. Specifically, there are three rules you should keep in mind: be ready to adapt, focus on IPC’s, and be efficient in your troop production and movement. At the same time, I hope that even experienced players can learn something.īefore we look at each country individually, it may be useful to sketch out a few basic suggestions that apply to each nation. At the same time, there are still some aspects of the game that new players do not grasp right away – so if you fall into this category then this guide to the basic strategy of A&A is for you. Fortunately, the Revised Version of A&A has opened up the game to new tactics and strategies, and allows for a wider variety of opening moves.
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There are certain actions that seem obvious to veterans of A&A.
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If the Allies choose to neglect Japan, then Japan must advance towards Russia as soon as possible.Axis & Allies: A Basic Strategy Guide for Beginnersįor experienced players of Axis and Allies (A&A), many of the moves and actions will seem either natural or scripted, particularly in the opening rounds. The Axis must get even in economical production. The allies can choose to neglect Japan and focus to kill Italy or Germany first. This way they buy time and make use of their economical advantage. The game is usually won or lost on the Russian front. The Allies must make sure that the Russians can hold position against the Germans. Consider to do it as German Player when your blitzkrieg is not super succesful. The IPC loss will hinder your oppoment a lot.ĭeveloping new weapons is expensive and risky because it doesn't guarantee anything. Try to do strategic bombing raids with your bombers as much as possible. If you can retreat after scoring more casualties than you got yourself, it was an worthwhile attack. Sometimes (even when you are weaker), it's a good idea (for sure as Russian) to attack your enemy to disrupt his strategy. You should attack when you think you can win (and keep enough surviving units) a battle to gain more IPC's at the end of your turn. Transports carry land units to embattled territories but are sitting ducks for enemy attacks.They require 2 hits to sink, but cost 24 IPC's.ĭestroyers are cheaper, attack and defend on a 3 and limit even enemy submarine capabilities.Ĭheap submarines attack and defend on a 2, but they have a deadly opening fire shot and can move through hostile sea zones.Īircraft carriers have strong defensive capabilities and allow your fighters to land far from shore. They can also move farther than other land units and are very suitable for a blitzkrieg.įighters are strong on attack and defense but can fly only 4 spaces.īombers can fly up to 6 spaces and can do special strategic bombings.īut they are more expensive and much weaker in defense.īattleships are very powerful, both in attacking and defending (a die roll of 4 or less). Tanks cost more than infantry (5 IPCs) but attack and defend on a 3. Infantry are a good for a defense, because each costs only 3 IPCs and scores a hit on 2 or less when defending.