By
admin on Wednesday, March 31st, 2010 |
No Comments
with Britain, what you do depends on two things: how much of your fleet in the north survived the Germans first turn, and weather you still poses Egypt. if you still posses Egypt, then move your fleet around India into the Mediterranean. this will give you naval dominance in that area. if your navy is still around, attack the northern German fleet. your eventual goal is to get troops into German territory. give up the eastern territories, you probably can’t get reinforcements to them if you don’t build a factory in India. and that would make japan attack India mainly.
By
admin on Sunday, March 28th, 2010 |
No Comments
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.
By
admin on Monday, March 22nd, 2010 |
No Comments
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.
By
admin on Thursday, March 18th, 2010 |
No Comments
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.
By
admin on Wednesday, March 10th, 2010 |
No Comments
the game of axis and allies is played with 5 powers: Russia, Germany, England, Japan, and America. Germany and Japan form the axis, and the others from the allies. the axis has the advantage of a larger starting military, but the allies have a better economy. so the axis will try to attack quickly, while the allies will try to fight a war of attrition. whichever succeeds, will win the war.
By
admin on Thursday, March 4th, 2010 |
No Comments
axis and allies is a war game, covering world war 2. Unlike risk, there are difrent units. Each unit cost a certain amount of IPC’s (industrial production credits) to produce. IPC’s are earned from the territories a power controls. Combat is also different. Each unit has a attack and defense value, and if you roll equal or less than that value, you kill one of your opponents units. your opponent chooses which of his units to lose. combat continues until one side loses all of there units, or the attacker retreats. The game promotes teamwork, as you must work with the other members of your alliance to bring the enemy to it’s knees.
By
admin on Friday, February 19th, 2010 |
No Comments
after a few turns of play, you will have received enough cards to trade in for additional armies. the question is, do you trade them in? usually it is a good idea to trade them in later in the game, giving others a chance to trade in cards first. the time when you should trade in cards is when you are able to eliminate a foe. then you can add their cards to yours, and add to your territory. remember, if you end up with more than 5 cards, you have to turn them in even if its your during your turn. this can be to your advantage, as it allows you to reinforce your position further as you eliminate powers from the game.
By
admin on Tuesday, February 9th, 2010 |
No Comments
the mid-game is when you try to establish “empires” an empire is any three or more connected territories. by forming your territory into empires, you can more effectively expand and defend your territory. their are two types of empires, line empires, and circle empires. circle empires are easier to defend, but are harder to expand from, while line is harder to defend, but easier to expand. by being easily defended, i mean that the territories are harder to separate. if someone can divide your forces, it will make them easier to defeat. unity is the key to minimizing the destruction of your forces, and maximizing the gains.
By
admin on Tuesday, February 2nd, 2010 |
No Comments
the opening in risk deals with were you place your units, and where they are concentrated. when placing units, one must consider what continent(s) they will try to attack, and how will they expand. this can be the same area, or it can be separate areas. like trying to take over Australia, but planing to expand in Europe. ideally, you will place your initial units so that you can be flexible when choosing where to expand to. one of the most important part of a war-game is to “know thine enemy”. if you understand what your enemies objective is, then you can more accurately asses where to attack. if two people are trying to attack the same continent, let them duke it out. if there is only one, then you might have a chance of getting the Continent, but it would be best to try for a different Continent, and leave enough units to delay your opponents conquest. if you confront him on the continent, you will have to use a large number of armies to defeat him.
By
admin on Monday, February 1st, 2010 |
No Comments
sometimes a boarder may not be able to be defended, no mater how many units you send to it. in this situation, it is better to retreat the majority of your forces away from that boarder. i do not mean to completely abandon it, just move your forces back so that they will be able to recapture any territory lost. the most important thing is not the number of your forces, but the concentration of them. if you loose a large army on one front, then you will likely not be able to recover if you do not have another large army on that front. if you pull your army back, then you have a better chance of holding that front together. if you are making the best use of your armies, then you only have units on the font lines. so if someone breaches one of your boarders, it will cause problems.