This Page contains some Playing Tips from Other Players on the Different Games.
From Andrew Leclerc: (Received the 11th of Match 1998)
I'd like to mention that me and my friend play with gamers paradise extention I and II, so this strategy might not work with regular rules as effectively... The keys to the Axis is to rush to take Russia as quick as possible.... as the aliies do the same to germany! So its up the japanese to draw U.S.A. attention to avoid them to concantrate to built transports, troops and escorts... another way is to germany begin with few early win in Africa... Africa may prouve too difficult to hold... but its a ggod revenu early on... as well to make britain poorer... japan should take China on the first turn as well building a factory in manchouria... by taking China on the first turn, you are next to USSR belly... a territory next to moscov!!! Don't understimate the trucks!!!! It may sounds silly at first to pay 1 IPC to allow infantry to move an extra step once... but you can treathen karelia with 6 infatry on the second turn for 24 IPC, since you need to get there fast before Britain as a chance to built enought transport, escorts and plane to manage a debarkement...and japan need his manchourias infantrys to move quickly inland when they are built... Me and my friends don't playAxis & Allies anymore... its always the same... so I recomend you to switch to World At War (I give advice on that game too, elsewhere in this site...), if you are used to Axis & allies... since they are pretty much the same... and more realistic... (in real life the Axis was already doomed by the of spring 1942!), but we have included all naval rules of the first extension and now its nearly perfect and evenly match between the axis and the allies...
From Andrew Leclerc (Received the 9th of March 1998)
With germany...built all infantry (two for affrica) attack france on first impulse, but take a bomber and move it to italian east-affrica. on second impulse attack norway with 2 infantry one fighter and the cruiser... this is to prevent russia to invade Sweden...attack poland with the rest of the avalable force... debark the two infantry of italian east-africa and the bomber (and the cruser) and attack south affrica!!! sure you got to lose the bomber in a british conter-attack...but with this you get to hold the 2 affrican territory with 2 of value...if the attack on egypt succeded... and maybe built a factory on egypt to secure the area... of course we use some different naval rules so it may not be possible with yours...(such as... Xeno axis & allies expantion I naval rule, sub pen hit with 1 on the dice, no kamikase attacks allowed...and no 1 infatry, 1 armor transport for the U.S.)
From Andrew Leclerc (Received the 10th of March 1998)
Sneak-attack by Japan... this one is difficult to pull 'cause it varies from game to game... since it must be trigged on turn two... First, a part of U.S. fleet must be in hawaï... but not his whole force... U.S. 2 planes must be in hawaï too... So on the first turn Japan built 8 infantry ( 3 manchouria, 4 korea, 1 japan) then japan takes the two costal land of china (attaking kwantung with the two carrier and 6 infatry from 3 transport, and taking beiping with the air force and the manchouira garrison... banzai attacks of course... the main fleet must be close enough of the U.S. to make another pearl harbor...(but whitout carriers)... the transport near the marshals island must return to japan... the next turn, japan must built all infatry once again! The okinanwa tranport that didn't move on the first turn sail to take borneos-celebes...(and on the second inpulse take two part of australia), launch the first strike withyour sub-marines than the main invasion force 2 battleships and three cruisers... usually you should destroy an amerian cruiser, the carrier along with his plane for one or two of your own cruiser... and land in hawaï! this is to destroy the american planes... then retreat and capture wake island if remaning force are avalable after the fight... on the first impulse carriers and transports reload in korea (cause if i'd put the infantry in japan, it would give a clue about my intentions...) and attack the phillipines... with on tank and 4 infantry... should be piece of cake... and on second impulse take one carrier and attack the dutch fleet and land with one transport... on other transport help thailand (wich as received the new built troops of the buit phase) to attack burma or indo-china (depending if theres a vichy governement there... one transport bring infantry to capture (*nouvelle-guiné*, sorry i don't remenber it in english). new placed infantry should all be placed in china and manchouria... no attack during the first impulse... cause we must wait the arrival of the infantry before the attack of the second impulse... backed with tanks and planes... if all goes well, and i know it will... you possess almost all the pacific island, reduce by half the number of american planes... got the two third of china... and britain is in a very difficult possition...
From Karl: (Received ?)
Hi
Here is my opinion on the World at War add-on. We, being my roomates and I, have found that the game seems to be weighted heavily in favor of Russia winning. I decided to think us up a strategy for the Axis players because the way the games were generally going was that Russia would sit and build up by taking unowned or neutral countries while th UK wore down Germany and once the Us entered the war it could usually take Japan easily. This is what I came up with. Germany must take France on its first impulse, and as many of the territories in Africa that it can. I think that on the first turn it should also build all infantry with its money. Germany should place it's max infantry down in Africa and continue to do this as needed to hold Africa as long as possible...not overdoing it of course. On the second impulse it should take Poland. It should also try and knock out as many UK/France ships as possible, hopefully with some lucky rolls it will have no French ships to worry about. On subsequent turns Germany should try and keep the UK's navy down to a minimal with either fighters or subs and subpens. It should wait until it has just the right amount of offensive force compared to Russia's deffensive for e to attack...preferably before Russia has to much time to build up it's IPC level so it won't be a huge force for Germany to worry about when they fully enter the war. I found that if yuo time it right Germany can take most of the Russian front on it's very first attack in Russia. It should also be able to keep these territories for awhile since Russia is limited to one counter attack after it is attacked for the first time.
The other Strategy that I came up with was for Japan. Usually our group would always use Japan's impulse to take out the US fleet in the Pacific but then th US would always come right back being more IPC powerful than Japan. So here is my plan. I thought it would be possible to take China using your impulse on Japan's first turn. Attack the coastal areas on the first impulse with amphibious assaults, Mobilize all plains in a position attack any other territories on the first impulse and land them where they can attack in the second impulse. Transport as many tanks and infantry over as you can so they will be able to fight on the second impulse. Attack with the units in Manchuria as well and move the troops from Korea up to Manchuria. Myself I built infantry and fighters which I placed in Korea, battle ready for the second impulse. I managed to take all of China on my first turn placing my IPC level amongst the leaders of the board. On subsequent turns I solidified my defense then prepared for an offense. I mobilized my nave troops and began moving them in positions where the US player thought I was going to attack him. The UK player then thought nothing of it. My transports and Battleships however were all placed in positions to carry Infantry to the unoccupied French islands in the Pacific, as well as Australia. This placed everyone in all out war. My other transports( a few that i had built since the start of the geam) as well as my remaining half battleships launched two seperate assaults one on Malaya, and the other on the Philipines...why not since I was already at war with everyone but Russia(due to my attack on the UK and French territories). A big help to me was that I managed to sway the Vichy French Indo China. On the turn I also attacked and took over the poorly defended Burma( as the UK player was occupied with Germany). This was all accomplished on turn 4. My current IPC level was at a very very compettitive level of 49. All that was left for me to do was to mobilive my navy for the innevitable assault by the US. Germany, by this time had infiltrated part of Russia forcing him to pull back some of his troops which were there for attacking Japan on the following turn. All i did then was Kamikazi a plane on the US's Carrier, and built up a defense against his assault, as well advancing little by little into Russia and India. The most important tool that allowed me to do this was primarily the fact that it had never been done in our group(gauranteed it will not alwasy happen that way from now on...however China will always fall on the first turn) but also the impoartance of the Banzai attack of Japan. DO NOT FORGET THE TWO BANZAI ATTACKS PER TURN THAT JAPAN MAY PERFORM THEY ARE VERY POWERFUL.
In the long run I ended up winning the game by Economic Victory. That had been the first time that the Axis had won in the World at War add-on amongst our gaming group.
From André Moreau: (Received ?)
He who does not battle wins. (i.e., let the others anihilate each others). Having said that, I will attack 1) to win the game, 2) a player who might otherwise win, or 3) a player that poses a serious threat to me. In the last two cases, I attack just enough to remove the threat. One must make sure that the defending player still has a shot at the game because if he is hurt too badly, he will kamekase against the attacking player. Castles (and fortresses): Are they worth it? Most of the player I played with seemed to believe that they are usually not worth it. I disagree. In my opinion, castles have three purposes: 1) Castles help convince your ally that crossing the mutually agreed common border would not be a good idea. Yet it does not threatens your ally and does not promote mistrust as a military buildup would. 2) They help reinforce an outpost when trying to expand into ennemy territory 3) A castle on a small island is the ideal location for the last demyo to retire. This nearly garanties that the player will remain in the game, but also nearly garanties that the demyio will have real trouble gaining armies and territory. However, never ever build a castle (and especially a fortress) if you cannot defend it. Otherwise, you are inviting the other players to conquer it to make it theirs. Usually, try to play last. Why? 1) During a turn, many provinces switch back and forth between players. The last one to conquer it gets to count it for extra kokus. 2) By then, one should know where most of the ronins are, and if the ninja was purchased, it may already be used. 3) One of the last players may have the opportunity to finish off a player who goofed. Of course, there are many reasons one might want to play first, or before some other player. But usually, it is best to play last. My last tip: To those of you who like such games, the people I played with and I believe that Shogun is the best. I don't want to argue my point with those who don't agree, but I do want to entice new players to play it. Game requirements: 2 to 5 players (but not recommended for less than 4), a single, long evening, and the confidence that your friends are good enough that they will still talk to each other the next day! Shogun is not for everyone. One way to make the game more friendly is to forbid diplomacy and have everyone fight for himself. However, this removes what is perhaps the most interesting element of the game. Last tips: Husband and wives (or boyfriends and girlfriends) are usually very entertaining to watch. They usually end up loosing. Don't form aliances or "play the diplomacy game" at any time outside of the game. It is very boring when two people have made a deal before the game, or when it is understood that tonigh, we take our revenge on ..
From Chris Tayler and Pasha Pook: (Received ?)
Factories cannot be used to build Infantry, only to build Units. A newly Damaged Battleship can attack for the duration of the combat. Paratroopers revert to normal infantry after being dropped from a bomber. With Industrial Technology, the cost of Russian Partisans remains the same. British and French units can attack together. French units are always considered British units. Each Country can only receive and spend Lend Lease once per round. You cannot rail troops into or through a territory you just captured. Germany begins the games with 30 IPCs. Germany receives 5 IPCs from the bank, not from Russia's 16 IPC peace time production. German Panzergrenadiers, US Armoured Infantry, and Russian Guards count as Armour for transportation purposes. Germany may influence Iraq every turn they hold Egypt. Planes cannot land in areas on the 2nd impulse if the territory was just captured during the first impulse. Germany can Non-combat units out of Italy and Italian Territories the turn France is conquered by Germany. You may not use any units you just influenced in an attack that same turn, eg. Indo-China. Nothing can retreat from Amphibious Assaults, nor from a Banzai Attack. Japan may use 2 Banzai attacks for each impulse of their sneak attack, but only one Kamikaze for the entire Sneak Attack. Factories and AA guns can be Kamikazed. Britain may influence Saudi Arabia every turn Germany holds Egypt. If Britain wants to invade a neutral Country, He must possess 5 IPCs in case the attempt is thwarted by the dice roll. If Britain declares a Government in Exile, he receives a free Factory should the territory not already have one. An Ally's Rail Movement can be reused by an ally. For Example, The U.S.'s Western Hemisphere Railroads, Britain's Railroads in Africa, Europe and Asia, And Chinese Railroads in China. A US Fighter must first land in China to be considered a Volunteer Unit. A volunteer fighter can never return to being an American Unit. A roll of Six (6) on China's Committal roll means all units attack. Russia may only counterattack one territory the turn Germany attacks them. For Neutral Countries with Overseas Possessions, if a power defeats the head country, all overseas possessions go to the conquering nation. If the power fails in the attack, The head country goes to the other side, but the overseas possessions stay neutral. If a power attacks an overseas possession, whether he wins or loses, all other territories, including the head country go to the other side. The French Fleet with no Battleship goes in the Mediterranean Sea. The other French Fleet, along with the British Fleet, may go in a any other sea zone bordering France of Britain's choice.
From thrasher (Received the 16th of March 1998)
One very big questions to me and my friend is the question when the UK does suffer from submarine warfare WHEN USING MONEY. Xeno did not include money (at least not in the standard game, it was included in Russia at War) so all the money transactions were implemented on the IPC-level board. We do - offcourse - use the A&A money (and the pieces!!!). So when does England suffer... Our proposal: When the UK collects money it suffers a penalty for each EMPTY box. The additional sufferings (Germany destroying transports) are treated like bombing ICs: the money is transferred to the bank in the Germans players turn. This gives the UK a chance to 're-fill' an empty convoy box. But offcourse this is in favour of the Allies: now the UK does not always lose money when Germany empties a Convoy box (apart from the money that is lost because of the destroyed transports). This is especially important in the First turn. As Germany moves first does the UK lose all the money because of the convoy boxes in Germanies turn (so the UK can do nothing to avoid this - because some boxes do start empty (are emptied immediatally by the Germans the first turn)) or does the UK has the chance to fill them...... Another question: In Europe at War the player places 'new' units on the board at the end (after all other movement and combat phases took place) of the turn that were build at the very end of the PREVIOUS turn. OK, this means you have to think more about what you buy, because there is a one game-turn delay. But what happens in the FIRST game-turn. A player builds new units not before the very end of this first turn (they are placed at the end of the second turn). So what can be placed in the 'place units build in the previous turn' -phase: NOTHING. Mr. Xeno: was this intended ( the nations were not ready for war / it takes some time to mobilize the populations andresources) or is this another big flaw in the game.... Dear gamers, what do you think.......
This Hallowed Ground (thishg.htm not availible)
From Brendan O'Conner: (Received ?)
-Spearmen are cannon fodder, use them to keep the more important units from dying. Bowmen are essential, they have a great killing potention. (I like having one army with 4 bowmen as a nice little killing machine. In the latter stages of the game, and when trying to wipe out opponents armies, Ronin are the better units.
-the value of castles and fortifications (are they worth the cost?) Good if placed well.
-the best placement of castles/fortifications (assuming they're worth it)? In general they make great costal blockades. Not only do you get free units, but you are ensured of a free attack. If possible, upgrade to a fortress if the area is esspecially sensitive.
- the best early expansion strategy (slow spread vs. quick land grab)? Build up armies! Place your inital spearmen close to armies so that they can be quickly picked up. Protect the armies in the early game, ensuring that all of your armies attack a successful battle once a round (very very important) for the levels it provides. Get your back against a wall (right or left side of board) and then expand outwards. One first round strategy that I was tried during the last game was to go first during the first round and try to kill off areas with multiple spearmen, stopping the strategy of the second sentance of this paragraph. (This seemed to really piss of that player and we eventually mutually eliminated each other.) The early game also has a lot to do with diplomacy. Try to convince other that you had a really bad starting position and innocent players will generally leave you alone to build up and expand.
- where to establish a power base (one of the small islands vs. the main island)? The far right on the mainland. Unless quickly put in check by other players, anyone controlling this area will win. The far left is also good, but it is usually too costly to establish a mainland presence once you've taken an island. The most important thing to remember is to grab a side as quickly as possible. Our games eventually ended with the players who controlled the right and left side, squishing the players in the middle. Also, in 5 player games, start an aliance with players far from you. This way, they're too far away too attack you and you can usually manipulate them to control another part of the board. Encourage them to go to war with another player with often results in their mutual extinction.
- placing new units (building up the daimyo's army vs. building up the provincial forces)? Armies!! (Provincial units are only good to pause another armies attack, and to grab quick available land)
From Keith Williams: (Received the 19th of April 1998)
I recommend beginning the game in the east (where Dewa etc are). The other end of the board is too full of waterway paths. It can be hard to defend. Army placement is the most crucial part of the setup! I like to place my three armies together in a triangular shape. The first round is spent fighting small battles with the armies to gain experience and to take in spearmen from surrounding territories. You of course want those armies strong. With the armies all so close together, it discourages others from attacking in the second and subsequent rounds. Also, I prefer to use two armies to attack a single enemy army whenever possible. This strategy facilitates that as well. Finally, a fortress in the territory of Awa and/or Dewa, along with five Samuri, can act as a non-mobile army of sorts, keeping enemy ambitions in check. There is nothing worse than getting an enemy army running through the relatively unprotected backwaters of your empire! I like to place Samuri in these pseudo-armies because they have great combat value and cannot fit in the armies (they're full of bowmen). This is made possible because we have the troops from two different Shogun games in one box. So the amount of troops available is greatly increased. This makes for some nasty blood thirsty games!