Turn 2 alignment |
This article is a return to my previous article
giving an overview of the complexity of playing a Global game of Axis
and Allies. Take note that since I was the Axis Player for all 2 nations
I will be mainly composing this article from
the Axis point of view. The players on the Allied side were newer to
the game so I did have a slight advantage, but I took care to advise
when I saw them leaving me an opening for an easy win. This was largely a
learning experience for the newer players.
On the 2nd day of A&A 1940 Global I
wasn’t too sure how the game would go. On one hand Germany was in a weak
position. They didn’t have any air power or navy and were barely
holding on to all their original territories.
Turn 5, Japan has the allies boxed in |
Italy on the other hand was in a strong position
which is nice for a change because Italy tends to be the weakest Axis
Power, but on the rare occasions Italy is able to capture the
Mediterranean and most of Africa they are definitely a
force to be reckoned with.
Japan was in the best position of all the Axis
powers at turn 4. China was blocked in to one last territory, UK in the
East had no navy and could not break out of their last 3 territories,
and US and ANZAC were not able to threaten Japanese
naval supremacy. Also of note, the USSR decided to not threaten my
northern Asian territories so I didn’t have to worry about them like I
was early in the game when I didn’t have my position established.
By the end of turn 4 was where a lot of things on
the map that had changed. I started rebuilding a German navy since the
US had located their Atlantic fleet down near the Mediterranean and the
UK fleet consisted of a cruiser and a transport.
They could still scramble so I started with 2 subs, which then grew to 4
in later turns. Not having to deal with a real invasion threat from the
west allowed me to focus more on the East fight the USSR. The UK began
to ramp up production in the South Africa
minor facility since Italy had almost captured all of Africa. I had to
pull Italy back in the face of a combined US and UK counter attack in
Africa. Since my Italian Fleet was about the same size as the US fleet I
wasn’t too worried about Italy getting beaten
up.
Turn 7, Italy is able to keep the US at bay |
In turn 5 the Axis continued to press their gains.
China was eliminated by Japan which was quite an important feat for the
Axis. Sending bombers into India really helped keep the UK in check
because they couldn’t repair enough to build
any sufficient units in response. I even began to take away some USSR
territory. Germany was able to capture Leningrad while keeping the bulk
of the USSR southern units in check. At this point the US started to
make a serious buildup to start countering Japan
since they were almost unopposed in the East. Even though Germany
wasn’t that strong with Japan’s help they could both weaken the USSR to
the point of falling.
Turn 6 and 7 were enough in the Axis favor to where
we decided to call the game since we had already put in 14 hours
playing and it looked like an inevitable for an Axis victory. The US was
positioned to try and take Tokyo with a small
force, but the odds were against them and they couldn’t get through 2
rounds of combat before being defeated. With USSR having lost 2
complexes, ANZAC/UK having no fleet and all Axis doing well economically
it was called an Axis victory. I really think Japan
pulled this victory and if the tables are turned in a future game and
I’m the allied player I will most likely send the bulk of the US forces
in Japan’s direction.
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