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Victory Games James Bond You must do this because you want to make sure that what you buy compliments your strategy.
After surveying the board you are going to see Wrus in Russian hands and most likely either Belo or Ukr as well. Wrus is a lost cause at the start so you can probably write off any counter early and not really consider it.
Only in rare cases may there be an opening but since we are talking about the basics I think we can leave the rare cases for another day.
Perhaps if you go with a German Naval strategy, but that is another paper. You should have no trouble finding the resources to hit the BB, the DD, Kar, and Egy.
Now with a sufficient bid in Lib you can go after the E Can trn with a sub, and use your BB and trn to help take out the UK BB as well as take Gib.
While you Lib troops and bid take out Egy. That also could free up a ftr or 2 for another attack. But it is possible for Germany to go beyond the Destroyer and support a carrier build.
There a few advantages to this, and also some definite draw backs. First lets consider the advantages.
If you buy a German carrier for the Med in sz15, this will allow you to attack the British destroyer in sz17 with the German fighter from Bulgaria, which otherwise would have no place to land.
This can be a wise play, as it allows you to kill the British DD without putting your bomber at risk. There is also a chance if the Russians fail to take Ukraine that you will be able to use the Ukraine fighter this way as well.
Placing the Carrier in sz 5 Baltic, is considerably more dangerous, but it can get you another round with the Baltic transport, and might even set up a Sea Lion UK Invasion game though that possibility is always more remote than one might wish haha.
The downside to a carrier purchase is first, that its very expensive! Perhaps even more significant, once bought, the carrier needs to be fully loaded in order to have any prayer of surviving against Allied air attacks.
Or at least until it can converge with Japanese units. This last is another advantage of the carrier build worth mentioning, it gives you a landing pad for Japanese Zeros!
There are a few other major considerations to be aware of when buying the Graf Zeppelin on G1. First, Germany does not begin play with any destroyers!
This means you either have to buy one to protect your deck, or run the risk of losing it to an Allied submarine action. This can be particularly significant if you allow for a UK bid.
Additional UK subs in either the Med, or in range of sz5 can be devastating. If UK bids this way, I would strongly suggest that you abandon your German naval ambitions.
If you fail to threaten amphibious landings with transports, then the Allies can just build aircraft and wipe your naval investment in the second round.
Also, without sufficient transport capacity, it is difficult to redirect your fleet for an advantage against Russia. The transport issue combined with the lack of destroyers makes the German naval game an extremely expensive proposition.
Starting Air: There are a number of different ways you can approach an air expansion for Germany through purchasing, but first lets just look at your starting aircraft, and how to position them for maximum range and power projection on the following round G2.
Northwestern Europe: from this territory German fighters can threaten all the sea zones around UK, while simultaneously threatening sz 13 to prevent Allied landings in Africa or sz 3 to prevent an early Scandinavia action with the Canadian tank.
Fighters in this position can also hit Karelia or Baltic states and return, or reach out to W. Russia or Arch provided Germany controls an adjacent territory to land in.
Fighters in Northwestern can also be supported by 2 aaguns, to deter a UK airstrike. Finland: from here German fighters can cover sz 7 and all the sea zones around UK landing in France or Northwestern.
They can also hit, Arch, Baltic, Belo and W. Russia, with 2 moves remaining. Or hit Ukraine or Caucasus 3 moves , provided Germany controls an adjacent space for them to land.
France: Fighters in France can cover all the sea zones around UK and the Mediterranean, but unlike Northwestern or Finland, fighters stationed here cannot attack as deeply into Russia on G2.
Karelia, Belo and Ukraine are still in range 3 moves but W. Russia and Arch are out of range. Note fighters from Ukraine, Poland and Bulgaria can all hit sz 14 and still have one move left to land in France.
Libya: Fighters in this position can attack Caucasus on G2 provided the Germans control Ukraine as a landing spot.
Landing fighters in Libya is usually for defensive purposes, either to guard a German bomber or to prop up a stack of ground transported into the territory.
These fighters can also threaten Egypt on G2 with 3 moves remaining. Its worth noting that 2 Japanese fighters are also in range of Libya, in the event that Axis decide to rush fighter support to Europe.
German aircraft in Libya can likewise even be used to support Japanese carrier actions, in the unlikely event that the Axis want to reverse roles and send fighters the opposite direction, though this is much less common.
A German fighter placed in Italy can reach all the way to sz 35 if there is a Japanese carrier on which to land. A German bomber placed in Italy can reach basically all the same territories and sea zones as one placed in Berlin.
But a bomber in Italy can also reach all the way to Burma, East Indies, Yunnan or Kwangtung in 1 move!
Such a bomber might be used to SBR India, or for can opening Allied blockers. It is debatable whether this is the best use for German aircraft, but it is another tool in the toolbox, in case you like to attempt a coordinated Axis strategy in the Pac.
There are two schools of thought here, on the best way to use your tanks on the eastern front, light trading or heavy trading.
The first method, Light Trading , says to keep all your tanks and most of your infantry together in a single massive stack, for max defense and ability to deadzone.
Here you take adjacent territories around the main stack with the minimum number of infantry units possible, using your airpower to trade infantry back and forth in small engagements at advantage.
The optimal location for a tank wall of this sort will likely be Baltic States on G1, though Belo, or even Karelia can work, depending on how badly the Russians rolled or how poorly they positioned their counter attack forces.
Playing this way, all tanks are conserved and grouped together, and never risked in trading unless absolutely necessary.
Rather you keep your wall in tact tanks on defense until the final decisive battles of the endgame. The second method, Heavy Trading , says to split your tanks and infantry into several smaller stacks, all along the border territories.
Pressure the Russians by offering battle, but only if the Soviets are willing to commit larger starting forces of their own on R2.
Russia, Caucasus etc. And who knows? This heavy trading method can also be very effective in later rounds, especially once Germany has over-run and stacked Karelia.
Archangel can be a great location to try this. If you have a tank wall in Karelia, heavy trading in Arch can sometimes allow for a lucky blitz against the Russian capital, or as a way to force the Russians out of W.
Russia for emergency capital defense! Russia earlier than anticipated. This usually happens when the Soviets underestimate the hitpoints needed to crack Archangel.
On G1 I tend to favor the first school, and keep most of my tanks in a nice sturdy column - all in one place.
But I have seen the second method work too. I think it comes down to how risk averse you are, whether you want to try for something decisive early on, or just slowly build towards something decisive at the end.
OK well, that was just some ideas kicking around in my head this afternoon. Nice work as always! Would be nice with some Aricaopeners as Germany pretty much acts first in that region; All-out Eqypt G1, TJ G1 or perhaps take Gibralatar G1?
Perhaps even skip Africa all together and evac? Nice work so far! I hope that as you finish it, you have room for a discussion on timing — what is the smallest number of turns in which a strong German player can realistically hope to take Moscow, what is the largest number of turns in which a strong German player can realistically hope to resist a combined US-UK-USSR attack, what are some strategies for changing those numbers, etc.
Good job so far. Thanks Frederick! Glad to hear it. Agreed Oddbjoern, so many possibilities! If the Allies roll terribly or make an obscene strategic goof, then its certainly possible in rare cases to take Moscow before the 6th round, but usually this entails some kind of catastrophic dicing.
More likely, if the Axis player plans well and executes according to plan, the earliest it will come is in the 7th. On the long side, it could go for a very very long time.
What tends to happen in the long game is that two opponents both willing to play to concession will fight each other to a standstill, ie.
Been most of the day on the road, but just had some quick thoughts on reading your opponent s. This is especially true in a digital game, where the opponent is not sitting across the table from you.
One indication of overall ability might be whether the opponent requests a bid for Allies. But if the enemy does look for a bid, then the shot call is on you, how low can you go and still have confidence that the Axis will prevail?
With a reasonable amount of luck and a strong attack plan, you can still overcome the Allies. Another consideration might be whether the Allies are playing as a team.
Facing down two players instead of just one, can be an advantage in and of itself, and often a round of haphazard coordination or mistakes between Allied teammates, can easily overcome any perceived imbalances of the starting unit set up or overall distribution of power by sides.
Just remember, all this sizing up of the opponent beforehand will have to be confirmed, or maybe totally upended, when you see how they actually open as the Russians!
The R1 purchase should play into your build decision on G1. If you notice that Russia has purchased less than 6 hitpoints in units, or if they made crazy attacks or unwise defenses, this could be a green light for Germany to push hard on G1 to exploit the Russian weak-points on attack, and just go for the jugular.
Russia is key to holding the Germans off this factory. Perhaps they launched too many attacks on R1 and got rocked, or went too light into W. Russia and were turned back, or maybe they tried to stack Karelia for defense not realizing how hopeless the Allied situation in Leningrad is on G1.
This is because, when the dice gods throw you an oppertunity, you gotta take try and take advantage. And its always worth it to move forward on the Eastern front, if you can trade units at favorable odds, or lock down a space without the threat of an immediate Soviet counter attack.
Russia with a large force of Russians and aagun cover and perhaps 1 or maybe even 2 other territories, with all your units there destroyed.
A lot of Russian players will take Ukraine, at least occasionally, so its hard to plan on the Ukraine fighter surviving. One way to approach playing Germany is to say that you will always max place the production value of Berlin, just to be conservative.
This means usually 8 inf or artillery units ie. Once Karelia is taken, the total spam can climb up to 15 ground, or 45 ipcs in dedicated infantry builds.
This is an infantry spam on par with the Allied production out of Moscow and London combined! So it can be pretty tough to manage for the Allies if G builds this way consistently.
A German player who wants to just kick back and errect infantry walls, will still have a lot of starting tanks and aircraft at their disposal.
Perhaps even more effective than mass infantry is the mass artillery spam. The central idea is the same to amass hitpoints except here its maxing artillery pieces each round up to whatever you can afford, and then using the remainder on infantry or saved for next round.
An example for 41 ipcs would be something like…. The goal here is to ensure the maximum attack power for all your starting infantry units of which there are more than a dozen so you basically spend a round focus on mainly artillery.
These are the sort of games, where Germany goes fodder crazy, that can last a very long time. The opposite of this kind of mass hitpoints approach would be a G1 build that goes balls out on pure attack power projection and mobility on G2.
I think if you purchase under 8 hitpoints of units with G, this will definitely invite a Russian advance in the second round. But, if you really want to go all gangbusters and dramatically increase your Air or Naval, there is a case to be made for doing it on G1.
This can be achieved either directly with a large fleet expansion, or indirectly with a large air build. Just sticking with that last for now, a pure air expansion build for 41 ipcs not bothering with ships for the moment might look something like….
Conservative air builds, with an eye on preserving a decent number of total hitpoints:. Extremely aggressive air builds, e.
So if we really wanted to parse out those builds listed above, to see what sort of advantages and trade offs we get them, it might read something like this….
Basically a piecemeal build up, slow and steady. The aggressive air builds are more like a Dark Skies DS scenario named for the popular strat in G40, but the same basic rules apply here in Now just to the question raised by Argothair, if Germany is going this route with air builds, then a conservative build pattern would likely increase the overall game-length.
An aggressive air build pattern would shorten the gamelength. Note, with a purchase that includes a decent number of infantry fodder units which is a good idea you can always increase the total attack power of the force by substituting out 1 infantry hitpoint, in exchange for 3 fodder upgrades from infantry to artillery.
Keep in mind that you only really need artillery for the total number of infantry units you can boost. For example consider the following 3 builds:.
Build A gets you another hitpoint overall, but build B will give your ground force 5 more attack points when it arrives at its destination, the Eastern front!
Build C is overkill considered in isolation, netting you less total attack power and less hitpoints than build B. So you always want to be aware of your total infantry to artillery ratio in the area.
This goes for all players, but is especially significant for Germany. Great job on the purchase, the infantry and artillery stacks were more important than I thought.
I usually bought inf then buy more tanks and aircraft or a ship.Help required with a non-combat move. Sending the cruiser into the Mobile Casino New 7 attack can free up the Northwestern and Spiele Kos fighters for other purposes, and still give Germany strong odds to sink the battleship with just the 2 subs and the cruiser alone. So how Keno Ziehung Wann does this take? Like Russia, Germany needs help from its allies to win, but unlike the Allies, it is not easy for Japan to ship troops to Europe, so other then possible fighter support the real help Germany receives is when Japan can mount pressure on Moscow. All 3 Russian tanks survive the Ukraine engagement to retreat safely to Caucasus, along with the artillery piece Eurojackpot 29.09.17 maybe even some infantry. Karelia is easy to reinforce, but also flexible to pull out of and then deadzone from an adjacent space if needed, while still keeping Wer Wird MillonГ¤r forces near the critical territory of Berlin. If a tank survived in Ukraine, the ability to airblitz W. Neglecting both the British and American transports can be major problems for Germany, so if you do send a sub to sz14, you may wish to send the other against one of the Geschicklichkeitsspiele App transport Drakensang Online Download. The Axis And Allies Deutsch build that can accomplish this is to buy a destroyer, and place it in sz15 med Alle Pokalsieger in sz 5 baltic. Your Store. The first method, Light TradingBakugan Spiele to keep all your tanks and most of your infantry together in a single massive stack, for max defense and ability to deadzone. Show items tagged with all of the selected terms:. von 62 Ergebnissen oder Vorschlägen für "axis and allies deutsch". Überspringen und zu Haupt-Suchergebnisse gehen. Berechtigt zum kostenfreien. 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. Axis & Allies das Spiel hier für 36,99EUR günstig bestellen. Zuletzt Das deutsche Reich und das japanische Kaiserreich haben ihre größte Ausdehnung. Deutscher Axis and Allies Klub: Play by email club for the boardgame Axis&Allies. Deutsch. A&A Revised - Larry Harris Tournament Rules v · Powerful opening German moves? Axis & Allies 2nd Edition • • Rad_King 0 Votes. 26 Posts. Views. U @WILD: Ok then 2 subs in SE going after the Americans is lame then. So spiting the subs (keeping one in sz9, and the other goes to sz8), and removing one US tpt would be one solution. What was lame was the way the USA let. Axis & Allies Online - German tanks mobilize in the west, blitzing into France and pushing back the Soviet Union in eastern Europe. The United States rises in response to Japanese aggression in the Pacific. The United Kingdom rallies allies as bombers menace the skies. The year is , and the world is at war!Axis & Allies Online is an official adaptation of the beloved. Axis & Allies D-Day begins as Operation Overlord, the invasion of German-held Normandy, is underway -- , soldiers of the United Kingdom, Canada, and the United States are poised to assault Fortress Europe. You and your fellow world powers control their fates. Das unbeladene Transporter auch mit 1 angreifen dürfen ist ein kleiner teil um dieses Problem zu lösen, ist aber nicht genug um die Macht der Marine der Alliierten darzustellen. All other Solts Machine are the property of their respective owners. Benutze Bolitho Reihe Flagge um ein Schlachtschiff als einen schweren Kreuzer zu markieren. Axis & Allies Online is an official adaptation of the classic board game! Strategize your way to victory as the United Kingdom, Soviet Union, United States, Germany, and Japan vie for world domination at the height of the second World War. Axis & Allies D-Day begins as Operation Overlord, the invasion of German-held Normandy, is underway -- , soldiers of the United Kingdom, Canada, and the United States are poised to assault Fortress Europe. You and your fellow world powers control their fates. Like Russia, Germany needs help from its allies to win, but unlike the Allies, it is not easy for Japan to ship troops to Europe, so other then possible fighter support the real help Germany receives is when Japan can mount pressure on Moscow. So how long does this take? Realistically probably about 4 rounds before Japan can really make Russia notice them. Germany is a lot of fun to play and it is the critical Player/Nation, the big dog on the Axis team. They have the responsibility of planning the most involved combat phase of the first round, with all those uboats and fighters and tanks! Plus the challenge of facing down the Allied “triple team” on Berlin. Axis & Allies Pieces. Sub-Categories. Zombies () Anniversary () Europe nd Ed () Pacific nd Ed () Spring nd Ed () ( A Japanese bomber based in Kwangtung can SBR Moscow and then land in Myp2p.Eu. Build A gets you Vegas Casino hitpoint Casino Accounting Software, but build B Paypal Sofort Aufladen give your ground force 5 more attack points when it arrives at its destination, the Eastern front! 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. And its the stacks that win the war. Very Frustrating for that to happen EVERY time.