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Axis and allies pc steam
Axis and allies pc steam






axis and allies pc steam

Neither battleships nor cruisers can hunt down subs, both are far more costly per casualty taken than destroyers, and unlike carrier/fighter combinations, neither is much use against land targets. Make the best use of the ones you have, because you shouldn’t get any more. So destroyers are really useful defensive fodder in any event. If moving away from friendly industrial complexes and towards opponent industrial complexes, it’s a good idea to have an extra destroyer or two around to hunt subs in case the opponent builds some.īesides these, destroyers are the cheapest unit that can be taken as casualties against enemy air attacks that don’t include an enemy destroyer. Submarine and destroyer zoning is crucial to fleet movement. So the opponent is likely to kill quite a lot of subs worth 12 or 18 or maybe 24 IPC at a cost of an 8 IPC destroyer. Air can hit a submarine if an attacking destroyer is present, so the destroyer and air attack, all defending subs defend only at 1 so have a hard time hitting, even if the attacking destroyer is destroyed the air can’t be.

axis and allies pc steam

On the other hand imagine an opponent has destroyers and air that can hit a sea zone, and a player builds submarines.

Axis and allies pc steam plus#

Now the opponent can use 6 IPC subs that attack at the same value that the 8 IPC destroyer defends at, plus superior weight of numbers with air to probably win without the defender even being able to score a hit – and if the defender gets lucky and hits, even then it’s trading a 8 IPC destroyer for a 6 IPC submarine. Imagine an opponent has submarines and air that can hit a sea zone, and a player puts a destroyer down. If destroyers are in position before submarines, destroyers “win”. If submarines are in position before destroyers, submarines “win”.

axis and allies pc steam

This is only important as it affects fleet movements which affect transports that carry infantry. So the answer to the question is, artillery early, and tanks later, if tanks are built at all. Even if a tank was produced just last turn (as opposed to two turns ago with the artillery), it may be in position to hit a target this turn. On the other hand, a tank is probably in position to hit. So a player had to think about that ahead of time. If an artillery was produced two turns ago then moved into position to attack last turn, then it’s in position this turn. In the second case, the attacker commits only 7 IPC worth.īut probably there is no artillery in position normally. In the first case, the attacker commits 9 IPC worth. Suppose a player can attack an adjacent territory with an infantry and a tank for minimal good odds, or with infantry and artillery for slightly worse but still acceptable good odds. To get support to where it’s needed in a timely manner, support needs to be built ahead of time to allow turns for it to move into position. The game comes down to stacks of infantry with the appropriate support. Subs, navy, and air are used to control the flow of transports that control the flow of. Tanks can be redirected to reinforce friendly infantry stacks at different locations, or threaten enemy infantry stacks away from locations. Artillery are useful as they may help a stack of infantry threaten an opponent’s forces.

axis and allies pc steam

Whether soaking up casualties to leave more valuable attackers alive, or soaking up casualties and lending weight to defense, it’s all about infantry.Īll other units are only useful insofar as they help control infantry flows. Infantry cost 3 and are the cheapest unit in the game.








Axis and allies pc steam