Axis & Allies 1942 Online

Axis & Allies 1942 Online

Nostra May 22, 2021 @ 1:42am
Tips and golden rules?
Always trying to learn from my betters :)

Do you have any tips or golden rules you always keep in mind when playing? All advice welcome :)
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Showing 1-15 of 17 comments
Tomaster May 22, 2021 @ 10:40am 
Yes, never expect you battles to go the way you planned...especially when you need them to. Sure you can send 20 in 10 art 6 tanks and 5 fighters to straff 15 inf 3 tanks 2 fighters and an aa...in theory you should take out at least 10 units maybe lose 10...in reality, you take 3 units and lose 4 fighters, and 15 inf. Then your opponent sends 2 inf and 1 art out against 3 inf 2 tanks and a fighter and takes the adjacent territory with zero losses...
Last edited by Tomaster; May 22, 2021 @ 10:41am
StoopKid May 22, 2021 @ 11:02am 
Expect bad luck to happen. Do not like, plan everything to have bad luck. But when bad luck happens do not be surprised. This is a game of dice and probability after all.

I find if i just accept that i will lose some games or battles to bad luck then i am less angry when it occurs.

If you are making great strategic choices, then probability will eventually balance out in the sum total of all your games, good luck and bad, and you will be exactly the rank you deserve.

There's a reason plat players are plat players and it is not because they only ever get good luck.
Tomaster May 22, 2021 @ 12:00pm 
Originally posted by Ixyst:
Expect bad luck to happen. Do not like, plan everything to have bad luck. But when bad luck happens do not be surprised. This is a game of dice and probability after all.

I find if i just accept that i will lose some games or battles to bad luck then i am less angry when it occurs.

If you are making great strategic choices, then probability will eventually balance out in the sum total of all your games, good luck and bad, and you will be exactly the rank you deserve.

There's a reason plat players are plat players and it is not because they only ever get good luck.
No doubt "it will happen" as I said...what I truly don't get is how do people manage to play 160 games? Holy no life! I'm guessing a lot of platinum players are platinum players because they play way more often, which increases the odds their opponents will quit when they get screwed. I can tell you first hand I generally quit after I get robbed to low probability rolls like I mentioned above, which was a real experience...and yes, I said fu and quit.
OldguyGamer May 22, 2021 @ 2:40pm 
Using a dedicated A&A battle calculator app has really helped, especially one that predicts my own side’s unit loss.
Tomaster May 22, 2021 @ 4:02pm 
Originally posted by OldguyGamer:
Using a dedicated A&A battle calculator app has really helped, especially one that predicts my own side’s unit loss.
I've noticed people seem to rely heavily on those. I haven't looked into yet, seems like a long run for a short slide...I'm a newbie for sure. Less than 50 games.
Last edited by Tomaster; May 22, 2021 @ 4:03pm
Hog Rider May 22, 2021 @ 4:08pm 
1. US and UK each buy an AC first round no matter what GER or JPN do.

2. NEVER ever ever ever ever lose your Russian fighters. (Unless they are required to defend against an attack on the capital.)
Iceman44 May 22, 2021 @ 5:23pm 
1. Don't do what a lot of Japan players do and build an industrial complex on your first turn. Rely on transports early, and wait to build a complex until turn 3 or 4. Transports give you a lot more flexibility.

2. Don't try to capture India as Japan, it's not worth it. If you focus on capturing it, the Allies can just rotate fighters into and out of India and you will waste tons of time and resources. Go through China to get to Russia instead. I just got done playing a ranked game where an opponent put an IC on Java and French Indochina and spend basically all their 30-40 income a turn as Japan on trying to capture India. After 8 rounds, they forfeited the game without ever capturing India. Meanwhile, I not only held India, but was able to build a navy and drop off units in Europe.

3. Don't forfeit if you have a below average Russia first turn, like I used to do all the time. Even if you lose like 4 infantry in the West Russia attack, and lose most of your land units in the Ukraine attack, a lot of players don't make efficient purchases, and in a few turns, you could be fine.
Last edited by Iceman44; May 22, 2021 @ 5:52pm
Canada Goose May 22, 2021 @ 7:10pm 
Basics -
Never attack on even odds unless desperate. 2:1 minimum if possible;
Examine total firepower, number of hits you can take, and ALSO how relative firepower changes as losses accumulate; eg, if you have 6 units, and expect to take 3 hits in the first round, having 3x"1s" and 3x"3s" is better than 6x"2s" (in round 2 you'll hit harder.
Before attacking an area, consider worst/best outcomes and ask yourself why you are doing it;
i) To take the territory? Make sure you can hold to it.
ii) To block opponents move? Don't waste troops, send minimum ??? Yup, best guess.
iii) To kill enemy units? Are your potential losses worth it?
Make good use of the horribly irritating hit sequence options, especially regarding SS and CV.

UK - If France empty, drop one 3-point infantry into it for 6 points; if a garrison of 1 or 2, annoy Germany by taking France with 2 infantry (with all ships bombarding, plus all your aircraft) Worst case, you break even, no risk to your ships or aircraft and France is worth 6 - you can lose 2 infantry, anything you kill is a bonus.

Germany - devoting resources to a Kriegsmarine usually ends badly. A strong Luftwaffe is better- very effective and being mobile can instantly reach almost all of Germany's "circle-wagon" shaped territory.

USSR - "double-dip" by using fighters for attack AND defence - don't risk losing them; ensure adequate infantry present.
Canada Goose May 22, 2021 @ 7:38pm 
I forgot "Rule #1" - Never get involved in a land-war in Asia. :)
Canada Goose May 22, 2021 @ 8:26pm 
Originally posted by Tomaster:
Originally posted by OldguyGamer:
Using a dedicated A&A battle calculator app has really helped, especially one that predicts my own side’s unit loss.
I've noticed people seem to rely heavily on those. I haven't looked into yet, seems like a long run for a short slide...I'm a newbie for sure. Less than 50 games.
I didn't know they existed! (I'm a Nerd, not a Geek)
Tomaster May 22, 2021 @ 9:13pm 
Originally posted by Canada Goose:
Originally posted by Tomaster:
I've noticed people seem to rely heavily on those. I haven't looked into yet, seems like a long run for a short slide...I'm a newbie for sure. Less than 50 games.
I didn't know they existed! (I'm a Nerd, not a Geek)
They talk about them on here often, it seems pointless to me. Dice are dice. You can roll 5 6's, or 5 1's. There's just no telling. Just expect things won't go your way...lol
Great walk through! I love annoying Germany like a mosquito at a picnic.
Nostra May 23, 2021 @ 12:21am 
Originally posted by Hog Rider:
1. US and UK each buy an AC first round no matter what GER or JPN do.

2. NEVER ever ever ever ever lose your Russian fighters. (Unless they are required to defend against an attack on the capital.)

Buying an Aircraft Carrier as UK? Why? Where do you put it?
Nostra May 23, 2021 @ 12:24am 
Originally posted by Canada Goose:
Basics -

Make good use of the horribly irritating hit sequence options, especially regarding SS and CV.

Germany - devoting resources to a Kriegsmarine usually ends badly. A strong Luftwaffe is better- very effective and being mobile can instantly reach almost all of Germany's "circle-wagon" shaped territory.

Could you elaborate what you mean with the hit sequence?

How the ♥♥♥♥ do you take Africa if you have no fleet?
Canada Goose May 23, 2021 @ 7:22am 
Originally posted by Nostra:
Originally posted by Canada Goose:
Basics -

Make good use of the horribly irritating hit sequence options, especially regarding SS and CV.

Germany - devoting resources to a Kriegsmarine usually ends badly. A strong Luftwaffe is better- very effective and being mobile can instantly reach almost all of Germany's "circle-wagon" shaped territory.

Could you elaborate what you mean with the hit sequence?

The hit sequence/options on your defence profile applies to ALL units in ALL games; IF THE defender, the big questions are;
Do you want your subs to submerge and live (if no enemy DD present) or not submerge and die first as a cheap sacrifice?
Do you want your CV or fighter to die first? (CV defence 1, fighters defence 4 - big difference)? If not adjacent to friendly land/island, and your CV dies, your fighters will crash and die anyway, win or lose, but depending on circumstances, that may be your best option.
If you have (for example) multiple artillery and infantry, and you wish to move them by sea transport (TX) on your turn, it may be better to lose an artillery (or even a tank -ouch!) instead of an infantry, to allow maximum units to escape/attack by TX.
Do you want to observe the combats and frantically try to make adjustments for each battle, or use a profile that is the best overall?

[/quote]

How the ♥♥♥♥ do you take Africa if you have no fleet?

[/quote]

I didn't say don't build ANY ships as Germany, however a naval arms-race with UK+USA is not easy to win; I have myself occasionally had my proverbial kicked in the Atlantic by a German Fleet, and as Germany I have taken UK in a surprise turn 2 invasion a few times. (Pitifully easy to stop if UK sees it coming, but a game-winner if it succeeds).
If you build in the Baltic, your fleet is likely to end up trapped there, as a useful (but very expensive) defence (at least until the Allies outrun you on the Naval arms-race).
You start with 1xBB + 1xTX in the Med, plus troops already in Africa - use them wisely; a small Med. invasion fleet especially early on, can be useful, but attempting to build a large combat fleet in the Med to break out into the Atlantic to tangle with the combined RN/USN is possible, but expensive, vulnerable and often outgunned by the faster growing USN; good as an invasion bridge to Africa, but only until the Allies (probably) take it out. Africa is accessible overland for later game play; control of Suez really matters for a fleet in the Med, if you can't hold Suez, your fleet is trapped there; if you CAN hold Suez, it's a long walk to Africa, but if USSR or India have fallen, is possible. Also, a Japanese invasion of Africa can be really funny. That's how the f*ck. :)
Canada Goose May 23, 2021 @ 7:51am 
Originally posted by Nostra:
Originally posted by Hog Rider:
1. US and UK each buy an AC first round no matter what GER or JPN do.

2. NEVER ever ever ever ever lose your Russian fighters. (Unless they are required to defend against an attack on the capital.)

Buying an Aircraft Carrier as UK? Why? Where do you put it?

There's a lot of "ifs" with a UK CV build in turn 1; IF enough of the RN survives turn 1, and IF enough of the Luft. are killed or out of range of a potential, counter-attack, building (? in sea #7?), with your 2 fighters landing there too as a core to an Allied Atlantic fleet can be possible and useful;
IF Germany turn 1 is as above, and IF you build the CV, and IF the same outcome happens v Japan, you can mobilise the CV in sea #35 for the same sort of thing there;
BUT (IMHO) India scenario is even less likely than the unlikely scenario in UK. I'd be hesitant to decide to build a RN CV in turn 1 regardless of Axis turns.
A turn 1 USN CV on the other hand..... (rubs hands together in Ernst Stavro Blofeld style). :I)
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Date Posted: May 22, 2021 @ 1:42am
Posts: 17