Axis & Allies ist ein Spiel, das im weiteren Sinne zu den Konfliktsimulationsspielen gehört. Zu diesem Zeitpunkt befand sich das Deutsche Reich in seiner größten Ausdehnung. Der Spielablauf selbst besteht nun darin, ausgehend von dieser. Deutscher Axis and Allies Klub: Play by email club for the boardgame Axis&Allies. Deutsch. A&A Revised - Larry Harris Tournament Rules v Axis & Allies. Verlag: Hasbro / MB Autor: Lawrence H. Harris Spieleranzahl: Alter: ab 12Jahren Spieldauer: ca. Stunden. Worum es geht: Jeder Spieler.
Axis & AlliesAxis & Allies das Spiel hier für 36,99EUR günstig bestellen. Zuletzt Das deutsche Reich und das japanische Kaiserreich haben ihre größte Ausdehnung. Die verbesserten und realistischeren Axis & Allies Regeln Version // Dies ist Der Deutsche Spieler entscheidet sich diesmal dafür, die gegnerischen. Axis & Allies Online is an official adaptation of the classic board German tanks mobilize in the west, blitzing into France and pushing.
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So how long does this take? Realistically probably about 4 rounds before Japan can really make Russia notice them. So what does this mean for Germany?
While it is possible for one of the Axis to take out Moscow, it is nice to be able to provide the punch just in case. There are viable strategies for German naval purchases but I think it is better to first get a feel for what is going on in Europe before spending resources on ships.
Okay, now back to what Germany needs to do. However, every time I try to do this, the transports are set to end their move in zone 34, where Be one with Sun Zhu.
Be decisive. Be aggressive. When the allies build ships in the Pacific. Be the rock that breaks Russia and India.
Flank from all directions, bomb the Russians, and ignore the ships. Date Range. To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.
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The threat from an early UK landing up north is diminished, while the threat of UK involvement in the south is increased on account of India.
If you cede control of the North to win the South, by allowing UK to build a fleet for example, and then letting them back you off Leningrad via Scandinavia or sz 5 drops, this can really start to undermine your strength at the center, and can jack up your pressure on Moscow.
Karelia is easy to reinforce, but also flexible to pull out of and then deadzone from an adjacent space if needed, while still keeping your forces near the critical territory of Berlin.
Caucasus on the other hand, is farther afield. So this brings us back to the question of where the Russians attacked initially, and how to deal with that as Germany under normal circumstances?
Russia, or if they attack Belo or Baltic states rather than Ukraine? Also, if the Russians are awarded a bid, and they use extra units to make their opening battles more potent, how do you deal with those extra Ruskies on the gamemap?
Here again its worth remembering that Germany is not alone. They have a little time to set things up and more often, its better to bide your time and wait for G2 or G3, when Japan will be in a better position to support your stacks, before you really start your advance against the Russians.
Even a couple Japanese aircraft, or a single successful SBR against Moscow, can be enough to secure your forward movement, whereas if you go it alone before Japan can assist, the Russians will often have a counter.
Not to turn this German opening guide into a Japanese opening guide, but just to point out that Japanese bombers can reach from Tokyo to Karelia in one move.
A Japanese bomber based in Kwangtung can SBR Moscow and then land in Karelia. Fighters in Kwangtung can reach Ukraine in one move, but fighters based in Szechwan can reach all the way to Karelia or Belo!
This means that your options for a G2 push with Japanese air support are better than a G1 push solo, and your options for a G3 push with Japanese support are even better still.
If the German player recognizes this, it stands to reason the Allied player might recognize the same and adapt their opening to compensate.
Often that means a stronger Allied focus on Archangel as an air landing spot and as a way to threaten Karelia. Sometimes the Russians can even bounce out of W.
Russia for one round, provided they have enough units in Archangel, Caucasus, and Moscow, to deadzone it. Frequently this will happen around G3, where the Russians pull out for 1 round to cover Arch, and let UK reclaim the territory for them, with US air to cover.
So what does all that have to do with the German opening? On the other hand, you might have some luck holding onto your 6th fighter, and Baltic States even if it is captured on R1 can easily be reinforced.
Not only does Germany have an easier time setting up in this region, but Japan also has some cool options in Evenki can be especially significant at the connection point to Singkiang not just as a way to bleed the Russian purse, but as a staging ground that forces the Allies to sweat Archangel can openers.
Often it makes sense for the Axis to press this northern advantage early as a way of drawing Allied forces off the south, only to rapidly redirect south at the last minute for a final push on the center.
This works for the British as well as the Russians. If for example, you are forcing the Allies to send British Air and ground forces northwards to protect the Russians, it becomes easier to swing south and take India or Suez on Amphibious.
It might be more fruitful to examine a Russian opening more like this one. This sort of Triple Hit opening, is rather hard for Russia to pull off OOB, but it is possible, and even more likely, if they were awarded an extra infantry unit or two.
Its possible to reconfigure this sort of opening to have even more power in W. Russia, or to make a purchase that projects even more power on R2.
Even a small bid in this area can change a lot of things. You can see that under these conditions, stacking Belo or Karelia on G1 is not very feasible.
The Russian fighters in Archangel, mean that any naval expansion for Sea Lion is totally out of the question since those fighters shut it down, 4 moves from London.
Caucasus is open for the income, but essentially impossible to hold through G2. In this sort of situation, it would be advisable to hold your forces in reserve, trade light in the South, and keep your eye on the prize.
Setting up to stack North in the following rounds. And of course, there are ways to set up similar Russian openings that just stack huge in W.
Russia, making it even harder to go forward on G1. Just something to keep in mind before you charge ahead with reckless abandon, whether you can actually gain enough in strategic position for the risk, to make the move worth it, or if the move might just result in a R2 reset of the whole front haha.
This is a balance build that allows some flexibility in preserving your navy, building for a massive air force, adding tanks which are needed and still giving 5 fodder units for defense.
Continue to build at least one fighter or bomber per turn. Possibly alternate between them so G2 you build a bomber or if funds permit, one of each.
Continually add your fodder units as much as possible of course and try to squeeze out at least one tank up until your in a position to start cranking them out.
Give the Allies pause when they see a LOT of planes and AA guns. I like it. One of the nice things about playing Germany, is that you can always revert to the mass infantry spam, if you catch an unlucky break somewhere, and are forced to scale back your initial ambitions.
The Mixed build suggested above meets the sort of basic minimum I like to hold to, of buying at least as many hitpoints as Russia can on G1, while still providing that extra power projection.
The DD might seem like a toss up, since 8 ipcs is rather pricey when compared to 2 artillery on the land, but if you can stall the Allies for another round, or force them to make some riskier air trades to secure the med, you can make that money back without too much effort.
Seems like a well rounded build, that would probably keep most Allied players on their toes. On G2 a bomber expansion can be a lot of fun, since it does double duty vs UK and Russia.
A bomber only costs 12, which usually leaves you with a lot left over to make a sizable investment on the ground.
Saving an IPC can be a fun way to give you some interesting G2 builds, with that little extra flexibility provided by saving something in the bank.
Time to get the air force and navy to where we need it while still providing for the needed push while still allowing for a bit of fortification.
Nothing quite as satisfying to me than to have a massive air force. Might not be a bad idea to pop out the occasional sub as well if the funds permit.
Which means less funds for other pursuits. So the price of the destroyer s plus transports compared to just your sub s can get pricey on their part.
May force G. Buying a bomber can really help by trying to take out a BB built by the british or americans or a aircraft carrier with a fighter on it with the help of fighters.
Seems perfect to me for supporting an early Africa focus if your aim is to merely pressure R and keep the UK out of W.
Europe until you have all those lovely African ipcs to deploy. I like the flexibility it gives you to hit sz17 with a fighter on G1. Under such conditions UK would be hard pressed to deal with you in the Med, but this also allows Russia to play much more aggressively on the Eastern Front, which would be a trade off to consider.
The challenge with a carrier build is always in reinforcing that naval purchase in subsequent rounds, once the transport leaves sz Destroyers are hard to buy in later rounds, once you move off the coastal production center, since they are easier to pick off from the Air.
Just some ideas. Russia battle. More likely the northward stacking occurs on G2 and G3, with Karelia just being traded back and forth until the Germans are ready to move in for good.
But it matters early on, especially in your decision about how many units to send from Germany into Batlic States vs Poland. The transport in sz 5 can play into this decision as well, whether you choose to bring units over to Baltic States from Scandinavia or N.
Europe or both. My personal preference is to pull 1 inf from NorthWestern and 1 from Norway, and leave the other Norway dude to consolidate in Finland for added G2 stackability into Karelia.
Sometimes you can get away with stacking Karelia in the first round, in which case it may be advisable to bring the Tank over from NorthWestern to get you the extra defense power.
The early Air expansion concept with Mixed Air buys can be a lot of fun, since it can also translate into a Naval expansion if those newly purchased fighters suddenly land on a pair of newly dropped carrier decks!
The carrier based fighters and bombers can work with the subs to deadzone key sz to prevent the enemy from getting too close with a strike fleet of your own.
This can be really helpful against US convergence zones, as they can be hit before UKs turn, provided you have subs at the ready.
The idea is basically not to commit yourself to an expansion on G1, but leave the option open on G2. This sort of play can sometimes be helpful during the endgame as well, or at any point in the game really, if Germany manages to secure a naval option for themselves.
Here you save to purchase a larger single-group of transports at one time, as opposed to splitting them over several rounds. A principles can apply with carriers.
It might sometimes be better to drop 2 or 3 carriers in a single round, for your core fleet, instead of building it up piecemeal, one carrier at a time.
This kind of move can often catch the enemy off guard, as they might have enough air at the ready to face down 1 fully loaded carrier, but not 2 or 3 loaded carriers at a single time!
In general, and especially for Germany, its better to field units as quickly as possible, and translate your ipcs into attack power rather than saving them, but sometimes it can be useful strategically to save for 1 round.
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Down with the King Enemy in Sight Titan: The Arena The General. Charles S. Roberts Eric Dott. Im Jahre kam eine neue Edition unter dem Hasbro-Label Avalon Hill auf den Markt.
Es spielen zwei bis fünf Spieler die fünf Parteien. Bei weniger als fünf Spielern übernimmt ein Spieler mehrere Parteien, was aufgrund der vorgegebenen Bündnisstruktur aber zu keinerlei Problemen führt.
In diesem Spiel ist die Welt während des Zweiten Weltkrieges nachgestellt, genauer gesagt im Frühjahr des JahresIn most cases I would counsel caution and send both subs into a single engagement. T Karl took 7, and put 1 inf and 1 artillery on Caucasus, then destroyed the 6 german units on Ukraine taking I believe, 1 casualty. You can now place 10 units in Ger with the remainder in SE. They have the responsibility of planning the most involved combat phase of the first round, with all those uboats and fighters and tanks! Caveat, On moving second: The title of this thread can be a bit misleading, because unlike Russia, Germany moves second in the turn order sequence! On G1 I tend to favor the first school, and keep most of my tanks in a nice sturdy column - all in one place. Setting up to stack North in the following rounds. If the Soviets fly their fighter to Egypt on R1 start preparing to hit Russia hard. These will require a separate strategy brief, since Moba AbkГјrzung rules can have a major influence on the opening round combats and the optimal round 2 unit positioning. Or hit Ukraine or Caucasus 3 movesprovided Germany controls an adjacent space for them to land. Playing this way, all tanks are conserved and Axis And Allies Deutsch together, Der Hobbit Das Spiel Zum Film never risked in trading unless absolutely necessary. Help Learn to edit Community portal Recent changes Upload file.