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mac224-2
12-31-2003, 12:13 PM
I was playing Solo last night (A&A PC) testing out some German strategies. In human games, I'd always been conservative and focused on naval domination of the Atlantic, and Africa, avoiding a big battle in Russia. But that just let the Russians build an unstoppable army.

Insted I played around with a first turn attack on Karelia. And it was surprisingly easy. On their turn the Russians destroyed my transport in the baltic, and built Infantry in Karelia. My turn was:

Build 2 armor, rest infantry.
Move all infantry except one in Ukraine into Karelia. Move all armor into Karelia. Attack with 2 planes into Karelia. Attack British fleet in North Sea with 2 planes, 1 bomber and 2 subs. Advance with infantry and armor deep into Africa (but don't attack anywhere).

This gives Germany a 7-armor, 9-infantry, 2-fighter invasion of Karelia. Result was always a successful attack. The North Sea battle always ended victorious too with no UK transports, keeping Scandinavia safe. Move 2 infantry from Southern Europe to Libya, all but 2 infantry from Germany to East Europe, 2 armor from West Europe to East Europe, 2 Infantry from Germany to West Europe.

If the USSR has strengthened Karelia further, add more fighters and the bomber. This adds chances for aircraft loss. A strong Karelia would be at the expense of Russia, making any counter-attack likely to fail.

If Russia does recapture Karelia, Germany has a 3-infantry, 4-armor + airpower counterattack waiting.

Would this be viable in a human game? Assume 2 cases:

1. No 1st Turn Russian Attack (you still have your transport)
2. With first turn Russian Attack (possibly without East Europe or Scandinavia, but weaker Karelia).

mac

ButchOHare1
12-31-2003, 06:31 PM
Hey if you are playing no russia first turn attack and you want to hit Karelia you should buy 5 tanks and 2 inf. Assuming no bid you should have 11/7/5/1 to hit Karelia. It's a good attack if there are 20 units or less defending there. You need to take it with 8 ground units minimum so kill the fighters before the tanks. Use the Atlantic sub to kill the tranport off East Canada and take Egypt as well. Assuming you took Karelia with 7 tanks and an infantry at least, on Japan's turn you should skip using the fighters on Manchuria and French Indo-China during combat and land them in Karelia to help defend any Russian counter. Round 2 buy three tanks and maximum infantry for Germany and run your tanks from Germany up to Karelia during noncombat and place your three new tanks in Karelia. You will have about 15 tanks plus any surviving aircraft to take Moscow round 3.

Darksideknight
01-01-2004, 12:43 AM
I agree with option, what works in a pc game doesn't work against a skilled opponent. The pc axis and allies game A.I . IS SERIOUSLY FLAWED AND WEAK ! Beating the comp is a walk in the park and any average player can do that. The rolls you encounter in the karelia attack in the first turn average out in russian favor. Unless the russian player gets unlucky in his rolls it is a bad attack for germany in the first two or three turns, if it is completly reinforced.

-Jason

[ January 01, 2004, 02:45 AM: Message edited by: Darksideknight ]

option
01-01-2004, 10:00 AM
Mac-2,

There is one problem with that play. In a Russia Restricted game, there is NO WAY there would be less than 20 units in Karelia.

Initial set-up alone would allow 3 tanks, 2 fighters, and 12 Inf. With a turn 1 purchase of 8 men you have 20 Inf sitting there. Before Germany gets to attack with the newly purchased tanks Russia gets to buy 8 more men.

That is 31 units rolling at 2 and 2 units rolling at 4. I would expect to inflict about 11 hits on a German attack in the first round of combat not including AA.

Assuming that Germany lost no planes during G1 and 1 fighter to AA (1 out of 6 hit), I would expect your German attack to inflict 8 hits.

When round 2 starts, you have no cannon fodder left and your down to hitting 6 while Russia returns about 9. From there it is a quickly losing battle.

ButchOHare1
01-03-2004, 06:06 PM
option you doubled up Russian first round purchase. The maximum USSR can defend Karelia with round 1 is 19/3/2. Germany should not attack Karelia if it is defended by 21 units or more. At 20 or less it is a good option if played correctly. It is especially good against a superior player that you knwo can buy and move pieces better than you.

Reo
01-03-2004, 06:47 PM
Reguardless of your stratagy, Germany needs to take Africa. I don't like hitting Russia on the first turn unless they have left themselves open for it. I go after Africa & Whiping out any ship I can reach in the Atlantic.
I never handi-cap the computer when I play. When I play as the Allies I always handi-cap myself. Plus make German tanks 3-3-2 & the *** infantry 2-2-1. Then give them the supersub and upgraded fighter start. If I play the computer as the Axis I always let Russia attack on the first turn. Then it is more enjoyable, becouse 9 times out of 10 they take finland and Russia needs that money to keep up with the mass pressure I send them from both sides.

I would love a game of one on one if anyone cares to play.

Reo069@aol.com

mac224-2
01-07-2004, 06:08 PM
Originally posted by Reo:
...
I would love a game of one on one if anyone cares to play.

Reo069@aol.comAre there instructions anywere for setting up a game online with the original PC version?

mac

mac224-2
01-07-2004, 06:16 PM
Thanks for all your responses. If Russia does put everything in Karelia, it IS a losing proposition and the Germans have to go elsewhere. If Russia doesn't, then I guess that's a beginner's mistake smile.gif

I've just finished reading Don's essays on A&A strategy and have to say they are superb. After reading them, it strikes me how dependent a major first-turn attack on Karelia is on luck. Even if Germany succeeds, it can be a pyrrhic victory if the allies invade Western Europe (entirely feasible by US turn 2).

mac