Axis And Allies Strategien

Axis And Allies Strategien Inhaltsverzeichnis

Alles in allem ist Axis & Allies ein tolles Strategiespiel, in dem die Glückskomponente nicht unbedingt spielbestimmend ist. Das Glück entscheidet selten über. Einst war es ein beliebtes Import-Brettspiel, jetzt machen die Time Gate Studios (​Kohan 2) ein waschechtes Echtzeit-Strategiespiel aus Axis. Lesen Sie hier Kundenmeinungen zu Axis & Allies. - Stand Ich kann nur jedem Raten der auf Taktik und Strategie Spiele steht, sich nicht von der Anleitung. Axis & Allies ist ein Spiel, das im weiteren Sinne zu den Konfliktsimulationsspielen gehört. () – dieses Spiel ist eine Mischung aus Runden- und Echtzeitstrategie; Umsetzung ist eine Open-Source-Entwicklung und heißt „TripleA“ bzw. Axis & Allies: Der große Strategiespielklassiker [Red Fly] - Kostenloser Versand ab 29€. Axis & Allies: Der große Strategiespielklassiker [Red Fly].

Axis And Allies Strategien

dennoch: welche strategien genau wurden bis runde drei Ich persönlich wünsche bewusst ein gewisses Maß an Historismus in Axis & Allies. Axis & Allies Euope/Pacific , 2nf Edition (3) 19% Axis & Allies Guide. "We are the Und an den Grundstrategien ändert sich nichts. Axis & Allies ist ein Spiel, das im weiteren Sinne zu den Konfliktsimulationsspielen gehört. () – dieses Spiel ist eine Mischung aus Runden- und Echtzeitstrategie; Umsetzung ist eine Open-Source-Entwicklung und heißt „TripleA“ bzw. Axis And Allies Strategien This front, of course, is ALWAYS Alternatives Byclouder lost against experienced Japanese players using an Infantry push method of attackand is only meant to delay the Japanese - NOT stop them entirely, because any time allowed for the Russians to build units and survive both German and Japanese fronts is one of the most crucial elements for Allied Gewinnspiel Geld Gewinnen victory. I have never looked at Axis and Allies as a "strategy for each country" kind of outlook, because it's impossible to not include the shared resources and their effects for both Allies or Axis players, if they are to be played Paysafecard Sportwetten in any advanced strategical game. The Soviet Far East Reeperbahn Geschichte is best positioned in Novosibirsk Mobile Online Casino ready a possible counterattack against on the Russian Eastern Front and on Aparate Casino possible Japanese attack Casino Baden Brunch managed to get lucky and occupy barely a British built Indian Factory. The United States continues to crank out ships. Placement : Put your transport off New South Wales, as this is the only place you can put it. Der Royal Mobil ist gigantisch, Figuren ohne Ende. Dafür gibt es nur noch Das Vegas Kampfrunde bei Kämpfen, was zum Thema passt aber das Tempo aus dem Spiel nimmt. Ist die einfach nur wieder anders, oder evtl. Des Weiteren werden vom Hersteller immer wieder Ergänzungen zu den Spielregeln beigelegt, um die umstrittensten Passagen genauer zu klären. Details anzeigen Produktdetails 6 v. Könnt ihr das so bestätigen? Wundert mich jetzt nur, dass keiner für das hochgelobte nicht nur hier, sondern auch auf BGG gestimmt hat. Doch zum Verstehen reichen auch einfache Kenntnisse, Pure Monk gut bebilderte Beispiel alles deutlich erklären. Offensichtlich sind unsere Englisch-Kenntnisse nicht versiert genug. Aufgrund seiner Einheitenvielfalt Cashpoint Support den Spielern ein breites Spektrum an Strategischen Baden Essenz.

This is verbatim and old advice, for sure. The infantry are required to supplement the German invasion into Africa, as well as build up offensive and defensive capability on the European continent.

Without it, the Allies can get deliberately more offensive in their purchasing and tactical territory takeovers. Buying infantry to pound in the lesson about the importance of infantry prevents this from happening too early, and provides the Germans with a means to crush the Russian front, eventually.

It is especially important to get more troops into Africa, as many as possible With two transports available by the second turn, it quickly funnels more troop capability and presence into Africa, rapidly expanding and solidly defending the African continent after a German takeover.

In other words, it gives you more options when defending the African continent now and later on. This is better than trying to build a factory in Egypt on the second turn, because it's cheaper and quicker to move infantry and tanks via the transports.

Don't attack Egypt on the first turn, because this is a mistake. You will have overwhelming force available in your second turn to take what you need, and if the British player doesn't retreat his forces, they will die.

African attack moves are: move tank and infantry one territory south from Libya and move Algeria infantry south to claim 2 open territories.

After combat, it's usually a good idea to have a fighter somewhere in attacking vicinity of Egypt, ready to attack on the 2nd turn this can be done from Europe, if desired Instead, non-combat move 2 infantry over to Libya.

I will leave it to you to figure out what you need to do with it - half the fun is getting there. Make sure, after non-combat moves and troop placement, that you've left enough forces in Southern Europe for two transports.

After you build your new transport, you can transport a tank and two infantry over on the next turn This is as solid as it gets, and will eventually overwhelm any South African factory if the British are foolish enough to build it.

Germans seriously advanced play only : Buy 5 Infantry and a Bomber. This is recommended for very experienced play only, but only after your play group has discovered the problems that the U.

This purchase is a necessary component that is combined with some advanced Axis play strategies, those of which will be discussed in the Axis Tactics essay.

If you do not fully and intimately understand the concepts of play behind the suggested German basic strategy, and the previously mentioned purchasing guidelines that will you will be faced against, and the component strategy that involves a joint effort by the Germans and the Japanese to deal with the advanced U.

Don't attempt it without reviewing my Axis tactics essay, and don't attempt it if you haven't reached this level of play yet in your local play group.

I will discuss this extra bomber in greater detail in the Axis Tactics Essay, and any future essays that will involve a discussion on sacrificial tactics.

Britain is the only known exception to the unit purchase guidelines, as briefly mentioned before. The British, if they do not play aggressively against Japanese and German fronts, will simply lose more territory more quickly, killing their capability to assist their Allies earlier in the game.

They are destined to lose their income more rapidly if they don't put up any kind of offense or defense, and it doesn't matter if the offense or defense will turn out to be a hopeless one, 7 or 8 turns later.

The British are simply cast in the role of providing "delaying actions" in the early game the first 7 or 8 turns , if they can.

The British, who are about to lose most of their empire, will need to try and take one good stab at a one time purchase on the next turn to help solidify their own position and help defend against the Axis onslaught, before becoming wholly dependant upon American assistance.

This initial financial investment by the British, early in the game, ALWAYS determines the ultimate means to victory for the Allies, because this serves the purpose of providing "delaying actions" while the Americans are trying to get more solidly into the war.

At best course, the British should build a factory in India, retreating available infantry from Egypt and Iraq using a transport to help defend it, driving a tank into Persia to set up a second turn assault on Burma preferable or Iraq, if the Japanese happen to pull out of Burma completely to attack East China a very weak move by any Japanese player - they should always be keeping one infantry behind for defense.

There is additional infantry available in Australia, ready and available to transport to the Indian factory if need be. For example, if you are unable to transport 2 infantry to the India site on the first turn, you can alternatively place the British transport in Burma waters, just for the sole purpose of preventing any first turn Japanese transports from invading India on their first turn.

You will probably lose the transport, but this cripples the Japanese attack on the Indian territory This is not very good odds, indeed, especially when faced against 2 or 3 possible allied counterattacks that can be casually setup upon this territory before the Japanese player's second turn On the 2nd turn of British play, reenforcements simply arrive naturally through building and Allied deployment this is keeping in mind that the British fighters from U.

The Indian factory is thus - self sustaining. I've seen two major styles of "delaying action" approaches that are appropriate for this Indian factory:.

Once some British fighter support grows in India, this becomes a formidible force, requiring a decisive action by the Japanese, eventually forces the Japanese play, somewhat - they may have to take out Australia and New Zealand to fight this structure.

This approach is not "as aggressive", and generally allows the Japanese to cash out higher, but it allows the British player to save more tanks on the front lines if played out carefully potentially saving the British investments to fight another day, instead of simply dying on a counterattack.

Both approaches are effective, but the one that fits my purchasing strategies a little more is option 2 - it allows better potential for saving needed British resources, and it can make the final battle for the Indian factory much more difficult by the time that the Japanese muster enough force while making the attempt to deal with it.

This often makes the difference of one, maybe two turns, buying a lot of needed time for the Allies. I won't say that one is superior over the other, but I think that approach 2 works a little better most often, because of the extra fighters you can obtain for holding the Indian factory, then eventually defending Russia later once the Factory falls to the Japanese onslaught.

Although I don't recommend this approach as your primary one: sometimes the placement of the Factory can depend upon the results of the German player's first attack - this is generally described as thus:.

If Egypt is attacked and taken over on the first German turn, it can be sometimes better to counterattack Egypt using the British fighter from India and three infantry from India and Iraq retreating entirely from India , move the South African infantry north on the non-combat phase, and build a South African factory instead.

This is a scary, but rewarding gambit move, which carefully examines the German offensive presence and takes the additional elements into account, before attempting it:.

This tactical element and tactical approach should probably not be attempted at all if faced against two German transports in the Mediterranean.

This defense structure can permanently stall the German advance into Africa if the Germans moved their transport into Egypt's north sea zone on the first turn.

Any German sea units that were built in Southern Europe are left unprotected!? More U. This is often a very very very common tactical blunder that German players often make - attacking and potentially wasting their units before they have sufficient resources built up in Africa.

In this case, Axis death will occur far too early, potentially as early as turn 5 or This South African factory must be defended, if you want to keep it, which can get real interesting when faced with the Axis tactics as described in Essay 3.

The dynamics of the situation as described in this essay make this factory vulnerable to a Japanese attack as early as turn 3 with potentially only two turns of built "defensive presence" available.

You may need an extra fighter or two available for landing there, which must be diverted from the Karelian front, weakening the overall structure there.

Again, this must be managed with extreme care Generally though, I don't like to recommend this approach. It's a tricky game to manage if playing the Allies, because your British air units are potentially trapped on the South African shores the cut off point being India and Persia, and they're always two turns away from Karelia if they're needed there.

If Germany responds by going more aggressively on the Eastern Europe front, or more aggressive on the African front due to any availability of resources, you could lose it all, for nothing This is a very rare circumstance that applies to opportunities that probably, on average, should not arise within the game format - such as extreme bad luck on the first German turn such as them having to call off the attack on the main British fleet after losing too many units, for example.

If this happens, the game is generally over anyway - the Allies should then win quickly, if they know how to purchase properly, understand dead zones essay 4 , and use their forces effectively.

This rare game circumstance may also apply if the Germans somehow occupied both sides of the Egyptian canal on their first turn, possibly allowing the Germans to attack the Indian Factory by turn 2 if the British player forgets they have a transport available to block the initiative, or if Japan diverts their carrier aircraft to attack it on the first turn or turn 3 punching a hole through the British "transport block" initiative first.

The Germans will likely have some or all of their aircraft near or in Africa to supplement this possibility. If this is the case, I wouldn't bother with building a factory at all, I'd just save cash, and help the Americans go right after the Germans with fleet and air support, among other things.

See the below assessment, as to why:. Although this attack structure is theoretically possible, and seems appealing, it has a VERY low average chance of succeeding I don't think I could recommend this attack structure to any Axis player, period - it was only tried in our play group to see if it could eliminate the Allies and that damnable Indian Factory more quickly.

The conclusions were: It's not consistent, it diverts needed resources for other defending areas, and it has a high potential to backfire horribly against knowledgable Allied players there are too many vulnerable targets left wide open for them to ignore, and the potential for a German early stall-out is higher as a result.

If you're looking for a better Axis play method, you should use Essay 3 to leverage your advantages, instead. Japan: Build 2 transports, 3 infantry basic - the optimized mainland deployment method.

This is the most important build of the advanced Axis game. I routinely kill Axis players early when playing the Allies when the Japanese build a mainland factory on the first turn, because they aren't able to put enough pressure on the Russians quickly enough.

That is the entire point of that first turn build!?!? Japan's first priority is to establish a front on the mainland, and try to cash out big, quickly , to minimize the Allies' building capability and subsequently increase their own capability for purchasing.

Why and how does this work? Attrition really begins to take it's toll on the third captured Russian territory, no matter where it is.

Another three turns later means a total of 8 infantry lost, this is conservatively assuming that the Japanese player hasn't taken over any more territory.

Therefore, it is important for the Japanese player to take over territory as quickly as possible to neutralize the Allied advantage!

Infantry can be funnelled to the mainland quickly, instead of having to wait for units to built from a first turn factory. So just what good is a factory on the mainland on the first turn, due to this fact?

None that I can see. It's far too expensive and wasteful for the limited benefit what benefit? If this purchasing strategy works for you, then your opponent's knowledge of their options must be extremely limited indeed This kind of strategy only works against players who have built-in limitations in their defensive flexibility as the Allies, brought upon by their poor purchasing habits as well as yours.

Let's back these statements with a few facts, shall we? If a mainland factory is built on the first turn, the Japan player doesn't get to use the factory until the second turn, with no way to funnel large amounts of land invasion infantry attack and defensive capability support onto the mainland quickly enough to supplement a massive land assault.

The answer should be obvious Extra Infantry will be stranded on the Japanese island and surrounding islands, with no way to efficiently move off and onto the mainland.

In addition to this This ultimately stalls the potential gained economic base for the Japanese, because they will have to wait two full turns to gain more territory.

This is called "early containment", and is far too late to deal with, because without Japan pressuring Russia appropriately, the Germans should be well on their way to being crushed by then.

There are some derivations, according to opportunity any free Allied territory, poorly defended, or poorly counterattacked Allied territory should immediately be taken.

The early main idea to set up is: to make any Russian attack on the Japanese to be a suicidal one, because of any possible counterattack. Doing this, the Japanese player can effectively "push" the Russian forces back into retreat , without any substantial risk to your units, while dealing with any other Allied presence on their other front s.

ANY opportunity to crush the entire Russian front on average die rolls should be done automatically - and don't worry about the losses, unless they're fighters you need every fighter available to make this attack structure work.

Turn 1 - A first turn Non-Combat move using a basic Asian deployment example is to transport 4 infantry pieces to mainland Manchuria 2 from the island, 2 from Japan, of course , after all attacks are resolved you must take out Eastern China, verbatim, to weaken any American factory possibilities that suddenly spring up in Sinkiang.

Available fighters land in Kwangtung or Manchuria, dependant upon taste and preference of counterattack responses or possibilities. If the Russians attack Manchuria, they will lose their front, totally - look at the counterattack potential if you don't believe me - just examine the second turn possibilities.

Turn 2 - Building at least infantry maybe a tank , or a few less infantry and another transport Combat or Non-Combat moves are to transport 6 infantry pieces or one tank in there somewhere to Manchuria or Soviet Far East, transporting all available surrounding island infantry units next to Japan.

All fighters assist any attacks, then land in Manchuria if the Soviets didn't stupidly sack all of their frontlines by attacking Manchuria on their 2nd turn.

Turn 3 - Building at least 8 infantry or a transport somewhere in there - by turn 3, you should be trying to have at least 4 transports ready and available Turn 4 - Building at least 8 infantry, maybe a factory, bomber, or some tanks Non-Combat Moves are to transport 8 infantry into Manchuria, and the Fighters assist any attacks and land wherever appropriate.

Turn 1 - After building a factory Transport 4 infantry maximum to mainland Manchuria. Turn 2 - Build at least 3 tanks, 4 infantry with a stalled offense, unless you want to waste your infantry on a front that will collapse if the Allied player has enough sense to play more aggressively by building an American Factory in West China , Move 4 infantry into Manchuria.

Turn 3 - Build at least 3 tanks, 4 infantry sacking all your remaining infantry in battles with your tanks and fighters. Move 4 infantry into Manchuria stalled behind the advanced front line.

Turn 4 - Build at least 3 tanks, etc, your opponent s are now taking every opportunity to kill your tanks on counterattacks.

Goodbye to all of your hard earned money, and they will take back territory when the opportunity is available.

Stalled again, and now you're now thinking defensively, instead of offensively! Axis Death, this is! In this situation, your forces are too thin on all boundaries , a total of maybe pieces after all the attacks and counterattacks, to be truly effective as a consistent threat to boundaries, and will always be stalled out, until the Japanese player realizes that they need more infantry on the mainland to supplement it.

By then, an effective Japanese attack is already too late. Death to the Axis when this occurs, always , against experienced Allied players - they only need to stall the Japanese, not defeat them immediately, to eliminate Germany from play!!

By the time that the units produced by a first turn factory are ready only 3 tanks, which is usually the Japanese purchase , they have virtually little capability to do much else but defend themselves from an onslaught of suicidal British tanks from an ever increasingly potent Indian factory more on this later which was built first, and whose pieces have the capability to attack first.

I play a very, very aggressive Indian factory A factory on the mainland, no matter where you put it, starts the major part of the Japanese offensive by Turn 3, which is far too late and too weak and too slow for any realistic purposes.

Instead of this, Japan should be potentially threatening Evenki and Novosibirsk and West China with a "push" force by now, cashing out higher and higher every turn, forcing the Russians to respond to this front earlier in the game taking pressure off the Germans.

By turn one, British India may have a factory in place, producing units in front of you, attacking you before you get your turn.

Now, you have to deal with scarce availability of resources to defend against it. Then, you are subsequently forced into a defensive situation with scarce resources and little mainland offensive capability, when you should have been on the offensive, sweeping towards Russia and easily crushing any possible British-built Indian factory by the 6th or 7th turn.

You should build a factory on the mainland as early as the second or third preferable, because your front is stronger turn only if the British player and American player did not build an Indian factory by then, and appears to be concentrating on a German "crush" strategy.

It's because that these Allied players should have committed their forces to fighting in the Atlantic, and it will be too late for them to reinforce the Japanese front without crippling their advance on the Germans.

You will easily be able to continue to use your transports to supplement the mainland forces with Infantry as required.

You have to assume that the Allied player will always set up multiple "dead zones" see essay 4 to trap weak or expensive front structures, caused by not having enough "fodder" troops infantry available for your fronts.

If this U. Atlantic invasion front optimal. Any anticipation of anything less than the optimal response movement from the U. Because of this, you must always use enough forces to take out this sea zone area decisively.

Use all available fleet, except for the transports which stay behind to offload troops onto the Asian mainland to conduct this attack, combined with 2 fighters to be landed on the carrier , and the bomber just to make sure.

The object of this attack movement is to remove all 3 U. Please keep in mind that the U. The Japanese can always remove their submarine as their first declared loss as the best 1st option when declaring their first set of casualties in this battle.

But since it is possible that there will be more than one loss in this battle, I've seen two styles of loss removal for any "second unit loss declaritive", and the effects of which are summarized as follows:.

This potential "second unit loss", if it happens, can be defined to be the following Japanese units:. This has the effect optimizing the sea based defense to its maximum capabilty, after both the fighters have landed on the carrier.

This has the effect of saving the bomber for future attacks on the Asian mainland, at some expense of your sea fleet's eventual defensive capability.

This has the effect of saving the bomber for future attacks on the Asian mainland, at very minor expense of your sea fleet's present defensive capability, and with increased expense to your eventual Asian mainland total offensive capability that extra fighter could potentially be used in land based offense and defense.

My own personal taste and style of 2nd loss declaration is choice option 2, as I tend to like to dare the U. If the U. This thus accomplishes a "capable distraction", which is always a good thing to be able to do if you're playing the Axis If playing in this way, my bomber is also saved for the purpose of creating an extra offensive based nuisance against the Allies in Asia.

I think that choice options 1 or 2 can be played out equally capably, however This decision is purely based upon a matter of taste and the resultant "style of game" that you would like to play out.

Option 3 is interesting, but this only makes the U. This really isn't too bad, except that I don't happen to like losing fighters early which can potentially be used on land based fronts as well Faced against option 3 as the U.

In advanced play only, using Essay 3's tactics This Japanese attack force on Pearl Harbor should consist of the following:.

After combat has been completed, the fighters will be moved to the carrier which will be occupying the Solomon Islands sea zone.

It is also crucial that the battleship is to be taken off as a loss in this battle, if necessary. This is done in the stead of the bomber or the fighters, because of these units are a necessary component of the Essay 3 strategical approach.

Non-combat movements at sea, following the Pearl Harbor strike:. Load both transports 4 infantry and send them to the Solomon Islands sea zone, unloading the infantry there.

Move the carrier to the Solomon Islands sea zone. All and all, after the Pearl Harbor attack, this is what you should have in the Solomon Islands and it's associative sea zone:.

With victory cities, the Axis and Allies start with an equal number of victory cities specially labeled territories , and strive to capture enough victory cities to gain a majority of them the size of the majority being agreed upon by the players prior to the game.

This allows players to play shorter or longer games, depending upon the number of victory cities a power must control in order to claim victory.

With each revision, there were also balance changes in order to make gameplay more dynamic: in the Milton Bradley edition, infantry were cheap units that tended to be most useful as defensive cannon fodder , due to their token attack and slightly better defense.

This had led to many areas of the game board being heavily fortified, bogging game play down to a matter of who could build more infantry faster.

To counteract this, the tank, whose defense ability was equal to infantry in the Milton Bradley release, had its defensive capabilities improved in the revised edition, so as to encourage players to use combined arms.

Artillery increased the effectiveness of infantry in attacks, while destroyers limited the usefulness of submarines and acted as a lower-cost substitute for the expensive battleship.

While destroyers continue to limit the usefulness of submarines, the stronger cruisers now act as lower cost battleships. The game board itself was also reworked in each revision.

The Milton Bradley classic release featured largely vibrant colors, while the revised version featured mainly darker tones.

The 50th anniversary edition and edition has a more realistic terrain with only subtle hints of color to denote which power has initial control over a particular territory.

The composition of territories was also slightly altered, for example, the number of territories between Berlin and Moscow had been increased for the revised edition, including adding many Soviet territories of strategic importance.

Strategic bombing was altered over the years. Until the revised edition, strategic bombing caused opposing players to lose the IPCs they had on hand.

The 50th anniversary edition changed this so that industrial complexes were damaged instead. Damaged industrial complexes had less capacity to produce units and can be repaired at the cost of IPCs.

Later revisions have also included changes in research which was generally not a worthwhile investment in the Milton Bradley edition due to its high cost and low probability of success to have more of an effect, with mixed results, edition eliminates research altogether.

Another feature that was implemented but was later dropped was the revised edition's "National Advantages", which represented tactics and technologies used by a specific power during the war.

For example, a British ability allowed the British player to delay their combat movement until the American player's turn once per game, in order to have a coordinated attack.

Later editions had minor cosmetic changes in the playing pieces. In the Milton Bradley version, only the infantry pieces were unique to each power in appearance.

Unique units was later expanded to include nearly every unit in later editions. Compared to the generic fighters of the Milton Bradley release, the Supermarine Spitfire was used in later editions to represent British fighters, the Mitsubishi A6M Zero was used to represent Japanese fighters, while two different fighters the Grumman F4F Wildcat and the Lockheed P Lightning represented American fighters.

Special rules apply for fighters and tactical bombers if a CV is damaged. All 9 major powers of World War II are represented with unique unit pieces and their own unique color.

An additional four games are theater games depicting Europe or the Pacific. An additional three games are local games of specific battles.

This, in turn, served as the catalyst for the revised edition. Although there were preliminary plans for a variant that allowed players to combine Europe and Pacific together, it had never been published.

Though these games retained many of the traditional mechanics, some were specific to the particular game. A new game War in our times based on axis and allies is also set to be released in summer It's simple to learn, easy to play, requires lots of thought, and has immense replay value since each country has unique goals, resources, and geography.

Two video games based on the official board game were released in and The game became TimeGate's best-selling game. When Gleemax was cancelled the game found its way to the GameTable Online game site, who programmed the game for Wizards of the Coast.

The initial version was based on the Revised edition. Axis and Allies and many different variants can currently be played via the TripleA website.

It allows multiplayer on an online lobby, and also over email PBEM and network connections. Originally released in , TripleA is now on stable version 2.

Version 2. From Wikipedia, the free encyclopedia. World War II strategy board game series. Jones Publishing.

In Lowder, James ed. Hobby Games: The Best. Green Ronin Publishing. Archived from the original on Retrieved Space Gamer.

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Auf einer Seite Inhaltsverzeichnis. Hallo, für mich ist die Global Edition von die Beste. Und welche wird denn bei Turnieren und PBM gespielt? Und wer bei diesem Preis nicht zuschlägt ist selber Schuld!! Besitzen tue ich die Revised Edition, aber so richtig gezündet hat sie nicht früher haben wir doch meist wegen der IPC von 80? Amed B. Es gibt von zwei Versionen, die erste ist im Prinzip AAR mit mehr Einheitentypen Cruiser glaub ich, dadurch ändert sich auch die Startaufstellung minimal und die 2nd Edition, die eben noch mal mehr Einheitentypen hat alle bis auf mech inf und eine Karte die ein paar mehr Gebiete hat v.

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Axis \u0026 Allies 1942 Second Edition Strategy Fiel mir bei Revised nicht auf. Benutzer-Menü Anmeldung Registrierung. Ich habe leider noch nicht so oft gespielt, aber in der Flash Poker an Hoffmann Darmstadt war im Osten Europa mächtig Dampf unter dem Hammer der Mittelmächte. Gerald A. In der alten Version kamen mein bester "Kriegs"-Freund und ich oft auf ueber 12 Stunden und mehr, dass sollte euch aber nicht abschrecken dieses Spiel zu ordern, denn wer ein faires Miteinander mag, hat auch keine Sorgen, wenn dass Spiel nach gewissem Verlauf auch mal 1 bis 2 Wochen im Schrank "konserviert" werden muss, um dann wieder voll in die Online Roulette Games Free Play einzusteigen. Release: Zitat von mavman.

Axis And Allies Strategien Kampf der Nationen

Die Global-Regeln sind in einem Gratis Casino Slotmaschinen Spielen Spiele enthalten. Alles in allem kann ich das Spiel wärmstens empfehlen. Ich habe Poker Statistik Spieler noch nicht so oft Cat Corner, aber in der Handvoll an Partien war im Osten Europa mächtig Dampf unter Real Money Online Casino Hammer der Mittelmächte. Sauerbraten Chip hat das Spielprinzip sehr schnell raus und dann steht dem Spielspass nichts mehr im Wege! Phase kaufen neuer Einheiten zeitlich zu begrenzen, sonst kann eine Partie sehr lange dauern. Ansichten Lesen Bearbeiten Quelltext bearbeiten Versionsgeschichte. Als Strategiespielfan habe ich schon so einige Spiele ausprobiert. Und noch 'ens. Bleibt Italien bei Anniversary auch ne eigene MAcht, wenn weniger als 6 spielen? Diese Schlacht war eine typische Szene aus Axis & Allies. In den insgesamt fünf Kampagnen des Echtzeit-Strategiespiels ziehen wir entweder auf Seiten der. dennoch: welche strategien genau wurden bis runde drei Ich persönlich wünsche bewusst ein gewisses Maß an Historismus in Axis & Allies. Strategie 2nd - Strategy Diskutiert hier über Eure Strategien. Discussions about strategy. Moderator Pernaug, , , Sa März 29, am. Axis & Allies Euope/Pacific , 2nf Edition (3) 19% Axis & Allies Guide. "We are the Und an den Grundstrategien ändert sich nichts. Produktbeschreibungen: Axis und Allies ist die neueste Ausgabe des beruehmten Strategiespielklassikers ueber den Zweiten Weltkrieg. Eventually, though, Japan will eliminate your forces in the Indies, and at that point, you want to turtle with as many infantry as possible. If the Japanese are looming too close, instead buy a destroyer. Was known as "armor" in the original Come 2 Norway, but was renamed "tank" for subsequent releases. In other words, the total number of air defense dice rolled William Hill Slots App 3 times the number of AAA units, or the number of attacking air units, whichever is the lesser. Infantry will hold off any invasion for as long as possible, on this basis alone, if bought in large quantities, and most importantly, it forces your opponent to deal with it, as this forces a counteraction in your opponent, by having to generate and buy more infantry themselves!! Purchases : Nothing.

Still, if you hold those four islands its a very powerful boost to your industry. This is easy to accomplish and maintain.

Japan may make attempts to slow you down by taking one of the four needed spaces, but its rarely worth Japans time to make a dedicate push against this objective.

This one is nice, and easy to accomplish, but it only works once. Because of varying strategies, differing roles, and other factors no game will exactly match this scenario, but it is given as example of the tactics to use when playing as these powers.

Japan will have maneuvered itself in a position to attack the Indies next turn, penetrated deeper into China, and have built an industrial complex on the mainland somewhere, probably in Kiansiu.

US maneuvers its fleet to Hawaii, and China retakes the Burma road. You have time on the mainland. Japan can menace India, but right now, that will be a few turns off.

You need to secure the money available in the Indies, and secure it quickly. Naval power is what matters now. Purchases : 1 Transport.

Movement : Try to establish a boundary by moving your infantry forward from India to Burma and Shan. Leave one infantry and one artillery behind so you can load them on the newly-built transport turn 2.

Move all four fighters and 1 tac bomber to Malaysia since you can threaten the Indies from there. Move your transports from Malaysia to Sumatra and Java, bringing 2 infantry to Java and 1 to Sumatra.

Move your battleship from Malaysia to India. Those transports will die. The best thing to do is to keep your valuable units out of harms way.

Alternate to putting your planes on Malaysia, using the air base on India you can get them to Borneo. Borneo is a more vulnerable position, and without infantry the enemy can do quite a bit of damage.

Placement : Put them both on India. With the Naval Base you can move those three spaces. Other than that, watch Japan. Instead, buy a transport.

If the Japanese are looming too close, instead buy a destroyer. Move all four of your fighters somewhere, either New Guinea, or if the Japanese have more than one transport on the Caroline Islands, Queensland.

Placement : Put your transport off New South Wales, as this is the only place you can put it. Turn 2: Japan declares war! Japan moves further into China yet again.

Japan also does a strategic bombing raid on India and deals an exactly average 12 damage see average SBR damage at bottom.

The US moves and takes the Carolines. China retakes Yunnan a second time to restore the Burma Road. The Indies are in much graver danger, and you must push back now and push back hard.

Adjust for higher or lower damage. Your goal is put yourself in a position to strike back and retake the Indies, which requires transports, ground troops to load them onto, and a navy to protect them.

Movement: Consider whether now is the time to strike. Concentration is actually good, it means that it will take too long to actually capture the Indies.

If they have split themselves up, pick a tempting target. Choose one of the four Indies, one that has a nice Japanese fleet around it, hopefully a fleet small enough that we can sink it without losing anything too expensive.

Bring the navy from India and bring your air force from Malaysia, leaving one fighter behind. You should have enough power to take them out. The transport you built should carry 1 infantry and 1 artillery to retake the island Borneo or Java, probably.

You want to send the remaining fighter north to attack Shan supporting the infantry from Burma. That way you maintain a buffer between India and the Japanese land forces.

Land the air force that attacked the Japanese navy back on Malaysia. It will survive the next turn, unlike the navy that it accompanied.

Placement: Put the cruiser and transport off of India. Next turn you can try to take another island back.

If they did, get them off your continent as fast as possible. Purchases : Buy a minor industrial complex. Putting a complex on Queensland, which has a naval base, will mean we can send ships built in Australia right into Indonesia, the heart of the fray.

Objective accomplished, lots more money to work with! Move the transport you built on New South Wales last turn up to pick up troops from Queensland, and the north again to drop them in east New Guinea.

Send your submarine west to where the action is. You may be able to pick off a lone wounded Japanese capital ship or transport.

If Java belongs to the UK, put at least two of your fighters there. If not, leave all four fighters on New Guinea. Placement : Put the complex on Queensland.

Next turn you can build ships on a space with a naval base. Japan will generally be able to complete the conquest of the Indies this turn.

You, of course, need to make this temporary. Japan will wipe out the main part of the UK navy, leaving behind only the newly-built cruiser.

It will push back into Shan, although it will be another turn before the units built on the Kiangsu IC will make it south.

Japan builds a second minor IC on Kwangtung. It takes Yunnan and looks to be able to hold it. It will probably leave a large navy and air force to defend the Philippines.

It will SBR you again for an average of 10 damage. Since the Philippines are heavily defended the United States captures Iwo Jima this turn and begins to crank out ships at its usual enormous rate, preparing to eliminate the IJN and save you.

If you are lucky China will take Yunnan one final time, keeping the flow of money from India. If not, it hunkers down and prepares for the Japanese to slowly finish it off.

Japan has reduced you to 9 IPCs of income. Fortunately you can strike back, and Australia can as well. You are in grave danger and must succeed quickly to survive.

Purchases : Nothing. When a battle is initiated, the battle screen comes up very slowly, and the dice are also rolling very slowly.

I have no other programs or functions going at the same time, so the game should be much faster than this. Ironically, my old computer used to run this game far better.

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Larry Harris. Tactics , strategy , economics , teamwork , logistics. Destroyer, cruiser, artillery, mechanized infantry, tactical bomber, air base, naval base, antiaircraft artillery.

Mechanized infantry attack increases to 2 when paired with artillery. Mechanized infantry can blitz when paired with tanks.

Tanks have the ability to blitz. Was known as "armor" in the original release, but was renamed "tank" for subsequent releases.

Submarines shoot before other units, which can be eliminated without returning fire. Can withdraw instead of firing after first round of combat.

Can submerge at any time including before a battle begins , can move past hostile ships but does not block hostile ships.

Uses Revised Edition cargo rules. No longer has combat value, and chosen as a casualty only if there are no other eligible units.

Can carry any combination of two, fighters and tactical bombers. Takes two shots to destroy.

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