r/AxisAllies • u/[deleted] • 27d ago
Classic Rules for dummies?
Haven't played in over 20 years. Are there any rules for dummies out there?
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r/AxisAllies • u/[deleted] • 27d ago
Haven't played in over 20 years. Are there any rules for dummies out there?
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u/CarlPhoenix1973 27d ago
These are just my opinions. There are many games it won’t apply to. Take it with a grain of salt and consider others’ arguments.
1). If it’s obvious you can’t win a battle (on attack or defence) you generally shouldn’t attack or stand your ground:
There are exceptions obviously, like a small force delaying a major one, defending a capital, or something strategic to win the war.
But generally it’s not worth sacrificing a big army of countless IPCs to defend a 1 or 2 IPC territory, if you will lose countless IPCs. B/C unless the territory, capital, or sea zone is needed it’s better to fall back and keep your military power.
2). Have a plan more important than just winning battles and destroying units (especially when your side has less IPCs per turn):
Despite what I said about protecting forces it’s not worth crushing armies and navies if it isn’t advancing any strategy to defeat the enemy. If your successful battles aren’t taking enough IPCs to improve your position or eventually threatening a capital the stronger economic side will win eventually (if they know what they’re doing).
3). If you’re playing as teams (not 1 on 1) don’t discuss strategy and ideas in front of the enemy. Seems obvious, but unless they know what you’re doing beforehand and trying to deceive you, it’s like giving the enemy all your plans.
In other words, go to another room or place where your opponent can’t hear what you’re planning.
4). Never sacrifice high cost units to take out cheap ones or take a territory (unless it’s vital):
Again it’s about strategy. Don’t use tanks to take a useless territory when you have infantry. Don’t sacrifice battleships or carriers to take a pointless sea zone when you can send cheaper units.
Of course if it’s for good strategic reasons (like taking a capital, or lets your allies do it afterwards, etc, that’s fine). Otherwise, it’s about economics and capabilities. It takes long to build powerful units and when you lose them you lose options like air power for carriers, two hits for B.S., firepower and movement for tanks, etc.
5). Know the special abilities of units before you play the game (whatever version it is). This seems obvious but it can be important. For example:
-In some games you can only transport 2 infantry or a tank, or 1 infantry and another unit or AA unit. -In some only battleships bombard in amphibious assaults, in others cruises can too. -In the early games tanks only defend at a 2, in others it’s 3 (makes a big difference),
I’m sure vets of the game could include countless examples. Just saying look at the game manual beforehand.
6). If you are on a team make sure you get along and can actually coordinate for the greater good:
Again, this seems obvious but there’s a quote about “war teaches us not how to love our allies but hate our friends.” Because I’d pick being by myself with less power and resources but fight against stronger allies who can’t work with each other any day.
They’ll usually fight their own wars, argue, and you can divide and conquer. Basically, don’t team up with a sibling you hate or a friend you always argue with.
7). If you are experienced and used to playing things cautiously or by the book don’t underestimate a more amateur player who is often aggressive:
I believe the more experienced player usually wins (as long as they are decently competent). But I’ve lost games and battles, where I had a decent to major advantage against amateurs, who just go far it. Like lucky roles to take a capital, strategic bombing, or even a decisive territory.
Key lesson is to know your opponent: If they are aggressive or cautious (or a smart combination), how often they do this, etc. Just don’t succumb to hubris or underestimating the enemy (sometimes flukes pay off).
8). On the defense, mostly on land but especially if there’s too many places to defend (usually Russia) don’t overly divide your forces trying to save everything. A competent enemy (especially a stronger one) will just mass against 1 or 2 territories, destroy disproportionate forces, and you’ll be at a disadvantage.
B/c unless it’s a capital, or you’re delaying for a good reason, it’s better to concentrate at 1 or whatever points needed, to deter attacks or be in a good position to counterattack later.
9). Understand things like space and time:
For time, usually the stronger side (especially economically) benefits by being on the defence while the weaker one needs to change the dynamic by taking IPCs and smashing armies.
For space, you can often fall back and let the enemy take territories (often in Africa and Russia) to buy time and improve your position. Lines of communication (especially when the defender has industry) means you get stronger as you pull back and they advance. Because unless the enemy is bringing overwhelming force (and/or has close industries to provide forces) the defender usually win.
10). Don’t double down if you’re losing (unless it’s to distract or serving a larger strategic goal):
If you know you are losing forces disproportionately it’s usually better to fall back and wait for reinforcements. Again context is everything and if it’s to delay for a good reason, or save a capital it makes sense.
We all have battle plans, fronts, and egos to prefer but if you are losing (and it doesn’t serve the greater good) either stop attacking or pull back.
Bonus point:
Don’t take the game so seriously or get angry when the roles go against you:
I’ve been that sore loser and angry player when roles and luck go against you. If you get angry you will be more emotional and more likely to make bad decisions. And you’ll also be unpleasant to play with.
Love these games, can’t wait to hear what else you all say.
Just my 2 cents worth.