Current Location: Coffee Underground, Greenville South Carolina
Concerning: Operations to destroy Axis Powers, in the control of expert Axis+Allies player, Michael Rozos.
My opponent, Michael, is a very good player. He honed his skills against an old roommate of his: Jeff. Right after Mike got out of the army in the 90’s, he moved in with Jeff who’d also just mustered out. Jeff, while in the army got himself into a bit of trouble it seems, and ended up at Ft. Leavenworth military prison. During his stint, he played A+A virtually everyday, refining most aspects of the game down to a science. It was a religion of sorts. You couldn’t touch Jeff’s dice, every move was choreographed, knowing the outcome that one could expect from attacks on certain territories. In that sense, it became much like chess is to the highest level players: A battle of will in which both players grind it out, in hopes their opponent will make the slightest mistake.
This reminds me of something that I read by Kurt Vonnegut. He was a POW in WWII. Through an error in paperwork, the British troops held captive were allotted more food and coffee from the Red Cross then the other prisoners, so they were able to build their bodies up, doing hundreds of pushups and pullups everyday. Also, they became card-sharks and masters of chess. What man can do when he has no distractions…
I digress. Japan made some major encroachments on Russian soil. Almost all of my army is of course fighting Germany, so Japan is chomping up the IPC’s. Mike made a bold attack on Alaska, landing Japanese troops there and momentarily taking the territory. I would soon remedy that…
On America’s turn, I moved my newly reinforced navy north, settling just south of the Japanese force near Alaska. I attacked his troops with my battleship’s off-shore bombardment as well as two fighters and an infantry. Soon, Alaska was back in my hands. I finally managed to strike a painful blow on Japan when I sent two submarines on sneak-attacks to his fleet. They both managed a hit on the first turn, sinking two transports, before withdrawing to fight another day.
Now, the Russian front. That’s where the game is always decided. The Russians must slow the German tempo down, while the Germans must gain IPCs almost every turn. Karelia is key, and I had already repulsed the first attack there. Building all infantry at the beginning of Russia’s turn, I decided to move west, pushing into Eastern Europe with a titanic force of infantry (Over 20 units) as well as several tanks and fighters. I sought cripple any attempts by the Germans to mount a counter-attack on Karelia. The problem I faced, was that Germany still had a transport and Battleship in the Mediterranean, allowing them to wing troops behind my front lines and into the Caucasus.
I decidedly won the battle, and still retained a huge force in Eastern Europe. Things were looking up. Actually, I’d never seen Russia this strong at this point in the game. But can they hold out against the fast-rolling Japanese?
Mike did counter-attack with the Germans, and he did manage to take back eastern Europe, but all that remains there are four German tanks. He also destroyed three British Transports in the North Sea. I’m having a tough time bringing British power to bear. The German airforce had destroyed my amphibious ability, but now the Reich only has one bomber.
I decided to build another bomber for Britain, so that I could do a little damage until I had control of the seas. I built several American transports and infantry. With those, and the American bomber, two British Bombers, I’ll begin the slow process of an IPC-bleed on Germany. IPC bombing and the liberation of Africa should deny the resources Germany needs to maintain its Blitzkrieg.
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