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Axis and Allies Classic A Kingdom United
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- Опубліковано 17 сер 2024
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The 2 London based fighters can land on a newly built USA carrier in the Pacific just before Japan might be attacking, it's only 3 spaces from London to west Canada. The US carrier and its own 2 fighters make a better battle group, I often see a turn 1 English aircraft carrier and transport built, the 2 US fighters can land on it before the 2nd German turn, on the US 2nd turn they put their own fighters on their own carriers
A favorite, my friend would attack Kwangtung with the India fighter, transport and 2 infantry if his Russia took Manchuria turn 1, he would win most of the time and it was very annoying, the fighter landing in China was much safer with Kwangtung conquered, or he could land in Sinking, American factory was always built. I was never that bold with my UK, saving $15 and building a S.Africs factory was generally a safe bet, but I expect the USA to build an Atlantic aircraft carrier for my turn 2 UK fleet ( carrier and transports ) plus 2 land units in the new factory
11/10 when we played the UK built a factory turn 1. India normally, South Africa otherwise.
UK more than others has to cooperate to fight off threats.
I think in the first round it should attack all german fleet activity in the Baltic and Atlantic and, if possible, send forces to either Karelia to reinforce or to Algeria to attack.
In both India and Africa you can stall advances but since there's no industrial it's no more than that. My tactic therefore is to focus on bombers. Buy one per round when possible and focus on crippling the german spendingincome. It goes slow at first but the odds are in your favour and it adds up quickly!
You continuously refer to the differences between the Classic game and other games, which does little to enlighten novice players about strategies and greatly increases the probability of confusing them.
You mentioned a tactic of saving all of UK's IPCs in order to plop a fleet in the North Sea on turn 2, and I would like to add that that fleet should include an aircraft carrier, which can accommodate 2 fighters from USA, providing a huge defence for transports of the UK and the USA.
You mentioned that a fleet in the North Sea can be used by both the UK and the USA to threaten Western Europe, and I would also mention that the UK fleet in the North Sea directly threatens Germany's capitol. Another long-term but more frequently used strategy is to use both country's fleets to move large quantities of units into Finland/Norway which can then move into Karelia, boosting its defence and threatening all of the territories below it. As you said in two previous videos, Karelia is the roof of the whole area.
I believe your 2 English fighters just moved 5 spaces in the same game turn, I don't think that's allowed. 3 to the US carrier and 2 more "on" the US carrier
The US carrier is allowed to move them on America's turn.
Man I thought UK had it tough in other versions of A&A. But in this game it looks really tough to keep Asia from just getting overrun by the advancing Japanese.
I guess if you buy an Indian Factory B1 and bring the Iraq INF to India you can make a stand. The spawn units certainty aren't going to put up much of a fight from the looks of things.
I played A&A classic on TripleA today (for the first time) and won as the UK utilizing India B1
Your right to a great extent, I quit building a factory in India as the UK, it seems like a 2 - 4 turn delay and then the Japanese capture it...and use it against you, better to let Japan finance their own factories. The South Africa factory I often support with a Brazilian factory, generally it's enough to secure Africa and begin to move east, possibly taking India back...or moving north attacking Germans, this is when I build my Egyptian factory, logistics begin to speed along, the UK fleet landing directly in Karelia 4-6 units each turn. Australia is a fun factory as long as a rebel fleet is near by.
Why spend money on boats for UK? Drop a complex on Persia and put ground units and planes on for the rest of the game. From there you can contest Africa, hold off Japan, and bolster Russia's defence in Caucasus. Boats are expensive and sea zones don't add to your income. This particular version of the game is all about who can gain the most income. Germany needs Africa's money to be a serious threat and UK is the one who needs to stop them so that America can hold off Japan and put pressure on Europe.
GeneralHandGrenade You'd only be able to produce one unit per turn out of Persia. It'd take quite a few turns to make that investment worth it, assuming Japan doesn't take Persia early. If England puts a factory there or in India, Japan is going to pour a ton of energy into snatching it up as quickly as possible.
It's been a while since I played those rules. I thought that you could put unlimited units on complexes in Classic. Are you sure you're not thinking about Revised?
OK I just looked it up. The version that I played was the original version in which you could place unlimited units. They put out a second version where you could only build the number of units as the territory was worth. That's why we were speaking a different language on the alternate rules that we were talking about the other day as well. That changes the game completely from what I knew of it.
Ah, that explains it! I don't think I've never played a version where newly placed factories have unlimited production. If I did, I would strongly consider a factory in Persia (rather than a navy) for the UK on account of Persia's central location. You can easily get units West into Africa, East to fight Japan or north to assist Russia. At best, it'll take Japan two turns to get there and by that point with unlimited unit production it'll be too late for them to take the factory.
Even with 3 units per turn with a factory it is absolutely possible to make a stand against Japan in India. Transporting the troops from Australia also can help reinforce. Britan can be a huge thorn in Japan's side through India, I've had many games revolve around India. The sub also can help block transport landings and submerge during attacks from Japan's airplanes. The transport is useful as cannonfodder to protect the sub or reinforcing Africa if india holds but Germany is getting africa, or even taking Japan's territories/islands. Britan is Japan's biggest headache.