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Tips & Strategies (10)

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5
Vanguard
BoardGaming.com Beta 1.0 Tester
I Play This One a LOT
Strategist
14 of 14 gamers found this helpful
“Russian Winter”

Russia’s goal in Axis and Allies Europe 1940 is to slow Germany down as much as possible, giving America enough time to build and arrive in Europe. In reality the Germans stalled in Russia because of their harsh winters, and luckily you can simulate this in the board game. Russia has three victory cities they must protect, and undoubtedly the German player will be eying them with keen interest. Begin by fortifying your border with large amounts of infantry and decent amount of fighters and tactical bombers. This will force the German player to spend a few turns preparing. Once they launch their assault, fight only 1 round of combat, retreating your force backwards towards your main city. When your turn comes up. Move you forces back again leaving only a single infantry in each surrounding province. Continue this until the bulk of your forces are in the three victory cities. This prevents the German Tanks from blitzing through your territory and buys your allies a significant amount of time to put pressure on from their side of the board. Also, look for the German player to make mistakes by leaving his forces spread out. Greed will make him want to grab every province. If you kept built a decent air force, use it to attack the weakest concentrations of force, and land back in the victory cities. Keep this up, and you will definitely be a thorn in the German players side.

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4
Canada
Noble
12 of 12 gamers found this helpful
“Free French 1.0 HOUSE RULE”

Now that I have played many games of both Global and the individual 1940 games. It has become clear to me that France can not last more than turn 2/3. I will be using this very small house rule from now on to make playing France just a little more interesting. I have modified it from the version I posted in AAHG40, as I now believe the Alpha changes have ballanced the game and the European Axis have a good chance of Victory.

Here it is:

THE CASE OF FRANCE

I feel that France is just a “road bump” in this game and really does not pay tribute to the Contribution to Allied victory made by Frenchmen and Colonial subjects Worldwide. In all the games I have played France has been all but wiped out by turn 2/3. However FREE FRENCH all over the globe were gathering and fighting for final victory throughout the war. During the last half of the war their numbers were growing. This sadly is not played out in the Game.

The Growing FREE FRENCH

I have given France the ability to build new units even though Paris is under the Axis boot. They are produced in the same way Chinese Forces are produced in AA50 (With revision) France can build ONE INFANTRY unit per turn. This unit can be placed on any original and Allied controlled FRENCH territory that is not Axis Occupied or controlled. This will recreate the slow build of FREE FRENCH forces coming from all over the Empire but not allow them to over power the Axis at any one point alone. Indeed they will sometimes be a burden to the Western Allies as they may need to be Transported around etc… as was the case. If every FRENCH territory on the Game board is AXIS controlled, than the unit will be built in LONDON. (If London is not also AXIS controlled)

The French did indeed have a substantial Military Force in INDO-CHINA as they were fighting the Communists in the Second Indo-China War in 1940. I have represented this by adding 1 INF to the territory in the start up.

This is a very SMALL change and fun HOUSE RULE. Allowing France to remain a part of the game, even if in a very minor role. Even in a supporting role they will also be able to take part in Final Victory!

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5
Vanguard
BoardGaming.com Beta 1.0 Tester
I Play This One a LOT
Strategist
11 of 11 gamers found this helpful
“Axis Domination”

When playing as the Axis powers, The UK is the true key to winning or loosing. Specifically 3 Provinces. The UK capital, Egypt, and Gibraltar. Egypt and the Capital are tough nuts to crack to be sure, but all too often Germany expends the majority of its effort smashing itself against the Russians. If you build a solid defensive line on the Russian boarder, and exhaust most of your effort breaking down the UK you’ll find your life becomes much easier. Having the Capital and Gibraltar leaves the Americans without a launching pad for their air force. Taking Egypt opens up Africa and the Middle East for Italy. Meet these two conditions, and you’ll cruise on to victory.

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5
Vanguard
BoardGaming.com Beta 1.0 Tester
I Play This One a LOT
Strategist
11 of 11 gamers found this helpful
“Bombs Aaway!”

As the U.S. player, focus on building up your air force. Specifically bombers. When you finally enter the war, fly them over to the U.K. and use them to attack coastal areas of Germany and what used to be France. Let the UK player in on your plan, and have them focus on building a solid landing force. This is a sound basic strategy for the U.S.If you are playing with the optional research rules, you can spend some money each turn to attempt to research heavy bombers.

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5
Vanguard
BoardGaming.com Beta 1.0 Tester
I Play This One a LOT
Strategist
11 of 12 gamers found this helpful
“UK is A-O.K.”

The UK has the toughest job of all the allies. Their forces are the most spread out, and the must hold the crucial positions of Gibraltar, Egypt, and by default Africa and the Middle East. A strong air force is key to this goal to be sure, but do not forsake a solid defense to build it. Make sure at you maximize land troops in Egypt in order to keep Italy from taking over Africa. It’s a tough road to hoe, but it will be worth it when the U.S. can finally enter the game.

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2
Amateur Grader
9 of 10 gamers found this helpful
“Alpha +3 rules from creator Larry Harris”

If you want to combine this with Pacific 1940 to play the global game, be sure you use the latest rules from Larry Harris on his website. Here is the post on his forum that explains the changes:

http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6149

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5
Vanguard
BoardGaming.com Beta 1.0 Tester
I Play This One a LOT
Strategist
10 of 12 gamers found this helpful
“Listen to your people!”

No matter what country you are playing, satisfy your national goal. The bonuses you receive are invaluable

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5
Vanguard
BoardGaming.com Beta 1.0 Tester
I Play This One a LOT
Strategist
10 of 12 gamers found this helpful
“Alpha 2 ruleset”

One of the game designers, in an effort to update the game, has released a set of revised rules for both the Europe and Pacific 1940 Axis and Allies games. There are a handful of rules changes, some updated national objectives, and new set up rules for each country. I highly recommend using them as they bring some much needed balance to the game. They are easy to find and available free on line.

Gamer Avatar
5
Vanguard
BoardGaming.com Beta 1.0 Tester
I Play This One a LOT
Strategist
9 of 11 gamers found this helpful
“IPC's”

Unfortunately the one thing the game lacks is something to represent each faction’s money. Tracking it on paper can be tedious. I find it’s more fun to grab the money out of an old Monopoly game and use that. Plus it feels better when you buy those tanks with cold hard cash instead of a deduction on paper.

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9
Intermediate Reviewer
Chief Inspector
Strategist
El Dorado
4 of 5 gamers found this helpful
“Axis & Allies Europe 1940 Second Edition now out!”

This was released in September 2012 and you can download the Rulebook from the official site here:

http://www.wizards.com/default.asp?x=ah/downloads

This new version of the game includes new rules, new sculpts and a bigger and better map! Check it out.

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