naval power – invasion

if you are looking to invade somebody, first you need your protective fleet in place. then you build transports, and load them up. use 1 infantry, 1 tank per ship. keep in mind that you can also bombard if you have battleships or cruisers attacking from the same space. this is why 1 battleships are better than 2 destroyers, they can attack the land as well as the sea. if you already have enough transports, then build bombers. bombers can stop your opponent from producing any units, which makes water locked England and japan easier to invade.

naval power – protection

the most important part of a nation’s power in axis and allies is the naval power. without naval power, three nations are forced to build factories to place units onto the mainland. in addition, the transports used to move troops are defenseless. this means naval power is divided between transports, and ships. so the question is what to build in terms of a navy. Russia is the only power that can get by without a navy. the reason is that a navy is only useful if you have one already, otherwise it can be destroyed easily. 5 ships are harder to sink than 1 ship. so the question is what to build. first, you need ships to protect your transports, and after y0u have a defensive force, you need at least three transports for your troops. my preferred unit to build is the battleship, because of the 4 power, and it takes two hits to destroy it. another possible combination for 20 IPC’s is a cruiser and destroyer. submarines are not useful for defense, because they can’t attack aircraft. it would be embarrassing if you had 20 transports destroyed by one fighter because the only protection was 50 subs. subs are good for attacking an opponents fleet however.

america

America is the most flexible of the allies. it can chose one of three battle plans first; send all of your forces to Germany. second; concentrate all of your forces on japan. third; a mix, send a majority of your forces against one power, and a weaker force to keep the other in check. what strategy you use depends on the circumstance. if Germany is building a fleet, and not going for Russia, take the second plan. if japan takes an interest in you, but Germany is not building a fleet, take the third. whichever side has the least resistance, attack. if you face a strong resistance, send a small force to protect that flank. and if you face no resistance, on either flank, attack Germany.

russia

when playing Russia, you must attack Germany as fast as possible. pour all of your resources into tanks and infantry. your goal is to force Germany to put his resources into fighting you, so that Britain can attack his western flank. if Germany is allowed to stop Britain in the oceans, then you have lost the war. build tanks if Germany has not made much ground in your territory, and swarm the field with infantry if Germany is attacking Moscow. the key is to last as long as possible against Germany.

japan

as japan, do not expect to be making major gains against anyone early on. the most powerful territory that you can occupy is India. if you are playing a domination game, then japan may be able to attack America, but that is not going to help in the short term. if you just stand idly by, Germany is going to fall. so what can you do? you must attack Russia in the north, and America in the pacific. if you can apply pressure to one of America’s fronts, then it will be harder for them to concentrate on Germany. attacking Russia may force him to pull troops from Germany to defending against your attacks. after you have managed to bight into Russia, then you can take china and India. your long term goals will be to neutralize all threats to your rule in the pacific, and start attacking America.

germany

the basic strategy for Germany is to beat the Russians into submission. without Russia, the axis will have more economic power than the allies, and can easily win. their are two main ways to do this: 1. attack Russia and only Russia to overwhelm his defenses quickly. 2. build up a fleet to prevent England from attacking you while you go for Russia, then take down Russia. the first plan is very risky, as it allows England to attack Germany. the second is not as risky, but allows Russia to make some gains against you. but after 3 or so turns you can start pushing Russia back to Moscow.

Risk

Risk is probably the most well known war-game there is. Some people get frustrated when playing it though, because they keep losing. When they lose, they blame it on luck. The only thing I consider to be bad luck is rolling ones the entire game. The real reason why people lose easily is that they do not understand the strategy of Risk.

The most basic element of risk is something most people get, the more units you get per turn, the better. There are two ways to get more units: expand the total number of territory that you control, or take complete control of a continent. Most beginners over expand trying to accomplish one of the goals. Then someone else captures the territory they spent so much time taking over. Therefore there needs to be a balance between rapid expansion, and your “boarder patrol”. In this balance lies the reason why most people go for continents, instead of land. The more land you have, the more boarders you poses. Most continents have a limited boarder. America has 3 boarders, and 9 territories. If a player has 9 territories somewhere in Europe and Asia, he would have more boarder territories.

tempo

every deck has a certain tempo. it may be fast, it may be slow. the deck that wins is usually the one to fight closest to its tempo. the tempo of a deck is decided by two things: card advantage and force. card advantage can be split into two sections; hand advantage and field advantage. hand advantage is how many cards you have in your hand. field advantage is how quickly you can swarm the field. force is the average attack and defense of your cards. if your deck has a problem with hand advantage, so that you do not replenish your hand, the tempo of your deck will decrees the longer the duel goes on. if you can quickly replenish your hand advantage, then the tempo of your deck will be more balanced. if your deck has cards to swarm the field, then the tempo will be fast at the start, but then can drop if you don’t have cards to replenish your hand advantage. if you do not swarm, then the tempo will be slow in the beginning, and increase over time. if your deck has a higher average defense than attack, it will be slower because you will not be attacking. if it has a higher average attack, then it will be faster because you will be attacking.

game scenario part 2

however, you can’t just assume that Russia or Austria will ally with you. Austria may not want to pull his forces away from Russia, and Russia may feel uncomfortable with pulling his forces away from Austria and Turkey. the worst case scenario is that both Russia and Austria do not want to ally. in that case you will need to ally with Italy. this alliance may be hard to use, but it will keep Italy of your back, while you attack England.

if Austria joins you, but Russia doesn’t, then you need to wait to attack England until Italy has fallen. it would be harder to attack Italy and England without an ally to use on both sides. england may attack you, but it should be fairly easy to get him to attack Russia.

of Russia joins you, but Austria doesn’t, you will need to ally with Italy, and convince Italy to ally with Russia. this way Russia can aid you against England, while making progress in Austria so that turkey doesn’t attack Russia. in this case you do not want Russia to be attacked, because you do not have the added centers from Italy to add to your attack on England, plus Russia will be under fire faster since Austria has his entire force against him.

game scenario part 1

let’s take a look at the flow of a game. in this game, France and England allied, Turkey and Russia allied, and Italy and Austria allied. France and England both make gains in Germany early on, going to 6 centers each. the east and south do not make very many gains in the opening, staying at 4-5 centers each. France notices that Russia is not making very much progress down south, and so he has a few units that can’t do very much. diplomatically you also know that turkey is almost ready to make peace with Austria to go after Russia. Italy is to week to attack Austria, but Austria will not want to attack Italy. that means Italy will probably be attacking France soon. as France, you are also concerned about England’s large navy. if there is no Russian pressure in the north, he might decide to take over your empire. he also is likely to know the political situation in the south, and he would probably ally with Italy. how do you expand? the answer is that you ally with Russia and Austria. you know that Russia will be looking to expand into another country soon, and you also know that turkey may turn on Russia. so you can stab England to take most of his holdings in Germany, and give Russia units that he has to use on his southern front. allying with Austria allows you to attack Italy with fewer units. this would free upĀ  units to use against England. this situation results in minimal fleet presence in the north from Russia, while Austria has been weakened by a divided front. so as France, you now have around 15 centers.


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