Best Strategy Games - Axis & Allies Strategy

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Protecting the Transports

As important as it is for the UK and US to get a transport/infantry pipeline going into Russia, it’s almost as important for Germany to try to disrupt it as much as possible. I say “almost as important” because the Allies almost have to get the pipeline going to win, whereas Germany can still win if the pipeline gets going.

Unfortunately for the Allied players, they usually start their turns without any capitol ships in the Atlantic (killing the British battleships on turn one is usually a top priority of most German players). While extremely large transport fleets become self-protecting (a lone bomber going against eight transports isn’t going to come home), the Allies usually start from scratch.

Since they can’t afford buying a huge fleet immediately, they are forced to buy a capitol ship or two as fleet protection. It’s a costly problem, but must be timely dealt with as having a few newly purchased and undefended transports getting shot up by the Luftwaffe on turn two is never a fun experience for the Allied player.

This means that the UK needs to buy a carrier on their first turn, along with a transport to help defend it. Under no circumstances, should you ever buy a battleship. They are completely overpriced and definitely not worth it. Carriers are much more cost efficient and allow you to land a plane or two aboard for additional fleet protection that is completely flexible.

At the end of the UK player’s turn, they should have a new carrier and a transport (preferably two if the Canadian transport survived Germany’s turn one) off the UK coast. The US player can back it up by landing one or both fighters (Western Canada is connected to the Eastern Canada sea zone!) aboard the carrier, and also move their transport across to serve as cannon fodder, should the German player attempt an attack in round two.

If the Allies are extremely lucky, it’s possible that Germany loses all of their planes in turn one, in which case, the carrier is unneeded. If they are somewhat lucky, they may be able to get by with just one carrier. Sometimes though, if the Luftwaffe still poses a threat, one capitol ship for protection won’t be enough, because as great as a carrier is – it can’t be in two places at one time.

The Allies need the ability to invade Africa, Eastern Europe, and drop troops off directly into Karelia or Finland/Norway at different points in the game. Doing so can frequently leave one transport group unprotected.

For example, in turn two the UK wants to invade Africa, but also wants to build two more transports. If the UK moves their carrier off the coast of Africa to protect the transports in the invasion force, then those newly purchased transports will get hammered.

Similarly if the UK sees an opportunity to invade Eastern Europe and wants to strike using the previously landed troops in Karelia, as well as some more troops that would come in through transports in the Baltic Sea, that could leave US transports wanting to end their turn off the UK coast completely undefended from German planes.

The solution: buy another carrier with the US if the German plane threat is still dire. That carrier, also purchased on turn one, would then be able to protect the US fleet invading Africa or dropping off troops in Finland/Norway, while the UK carrier could protect the UK troops getting dropped off directly in Karelia.