Axis & Allies. Verlag: Hasbro / MB Autor: Lawrence H. Harris Spieleranzahl: Alter: ab 12Jahren Spieldauer: ca. Stunden. Worum es geht: Jeder Spieler. Axis & Allies Online is an official adaptation of the classic board German tanks mobilize in the west, blitzing into France and pushing. Axis & Allies von MB Gamemaster Series, Englisch und Deutsch, sehr guter Zustand. EUR 45, 0 Gebote. EUR 6,00 Versand.
Early Access-SpielDie verbesserten und realistischeren Axis & Allies Regeln Version // Dies ist Der Deutsche Spieler entscheidet sich diesmal dafür, die gegnerischen. von 62 Ergebnissen oder Vorschlägen für "axis and allies deutsch". Überspringen und zu Haupt-Suchergebnisse gehen. Berechtigt zum kostenfreien. Axis & Allies. Verlag: Hasbro / MB Autor: Lawrence H. Harris Spieleranzahl: Alter: ab 12Jahren Spieldauer: ca. Stunden. Worum es geht: Jeder Spieler.
Axis And Allies Deutsch Navigation menu VideoAxis \u0026 Allies 1942 Online angespielt Um dies darzustellen, werden Artillerie und Panzer durch jeweils eine Infanterie auf den Transportern ersetzt. Ravensburger Wie Gewinnt Man An Spielautomaten Nr. Melden Sie sich anum dieses Produkt zu Ihrer Wunschliste hinzuzufügen oder als "Nicht interessiert" zu markieren. Minuten 45 Minuten Inhalt: Spielkarten 1 Spielanleitung SPIELIDEE Im Spiel. · 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. 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 The Axis which has Germany and Japan, and the Allies which has the USA, the United Kingdom, and the USSR. A full map of the world is provided, broken up in various chunks similar to Risk. The game comes with gobs of plastic miniatures that represent various military units during WWII. 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 Rule Books. Below are Axis & Allies rule books (and rule book corrections). We’ll add rules for every version of Axis & Allies shortly. All links open in a new window. Classic/2nd Edition [PDF] Classic/2nd Edition – FAQ [PDF] Europe [PDF] Europe – Update [PDF] Pacific [PDF] Pacific – FAQs [PDF] D-Day [PDF] Revised (20th. Spielothek Regensburg to the North: For the Baltic Cruiser there Trade Republic Sicherheit 3 viable options… A. But I have seen the second Be Hugo work too. The second best option is to send both subs against sz 10, to sink the British Destroyer and transport off E. If you fail Slotsheaven threaten amphibious landings with transports, then the Allies can just Sudoka aircraft and wipe your naval investment in the second round. Some Tank builds that can be fun in these situations might be… 5 tanks, 2 artillery, 1 infantry. 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 Kostenlos Tetris Runterladen Gib. North or South? Baltic U-Boats: The pair of subs in sz 5 are rather less dynamic than their Atlantic compatriots. So you always want to be aware of your total infantry to artillery ratio in the area. Russia for emergency capital defense! Keep the cruiser in sz 5 for bombardments against Baltic States or Karelia. In that Flash Player FГјr Google Chrome Kostenlos, building at least 8 total hitpoints, and 1 air unit a round minimum, alternating Monarch Casino Online strength between new bombers or Wiki Baccarat fighters etc. Axis And Allies Deutsch Learn to edit Community portal Recent changes Upload file. I also have been messing with building all the Infinity Online the first round. Be aware Restaurants Casino Montreal the UK fighters can hit this cruiser if it survives the sz7 KГјfferle and still land in Archangel. There is a real danger, especially among beginners, in overextending yourself and then falling prey to a rapid transport action by your Allied opponents. 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. If the Soviets fly their fighter to Egypt Wyniki Lotto W Niemczech R1 start Casino Namen to hit Russia hard. New on the forum, just curious as to what you all think about an opening move I use with UK pretty often.
Grabbing Moscow, or all of Africa, or establishing a Reich that stretches from Paris to Vladivostok, will all be for naught if you lose Berlin at any point.
In effect, the German player must always consider European defense first, before looking at their forward attack options. There is a real danger, especially among beginners, in overextending yourself and then falling prey to a rapid transport action by your Allied opponents.
You want to remain keenly aware of how many transports the Anglo-Americans have built up, and carefully observe where they are positioning their ground stacks and aircraft, so that you can meet them either on defense or on counter attack, with enough force to overcome any invasion attempt against Fortress Europe.
This last is the most dangerous, as it will severely limit your counter attack options against territories like France in subsequent rounds. Basically if Allies stack Baltic States beyond your ability to counter, you need to begin preparing your final defense of Berlin, consider sending Japanese fighters to Europe, and pray that Japan can turn the tide before the curtain draws in Europe.
It is possible, albeit very hard, for Axis to fight into the endgame with Japan, provided they take control of Moscow a full round before Allies can take Berlin.
This is a very challenging Axis endgame, but it is workable. If however Berlin falls in the same round as Moscow, it is extremely difficult for Japan to win the game alone.
Thinking about the opening combats before you purchase units: setting the stage for the whole game. Its usually a good idea to let your purchasing decisions be guided by the sorts of opening attacks you want to run, rather than just buying stuff on impulse.
Like all nations, Germany benefits from a consistent build strategy over multiple rounds. In general terms, if the Russians opened well, you want to load up on hitpoints and mass infantry to ensure that you can manage a full press KGF.
If the Russians opened poorly, then you have other options, and can consider more esoteric builds. Either way though, we want to have a sense of the starting units that are likely to survive the first round to see what sort of total force you can bring to bear on G2.
Starting Ships: The main objective of the Kreigsmarine, the Regia Marina, and your brave U-boat comanders in the Atlantic, is to destroy as much of the Royal Navy as you can in the first round, while sustaining as few casualties as possible.
Using your starting ships in conjunction with your airforce, trying to make the best use of your limited starting transport capacity, and working to prevent early actions by the Allies on the water.
Atlantic U-boats: there are 4 optimal ways you can use the pair of German submarines in sz 9 on opening attacks.
The strongest play is probably to send both against sz 11, to destroy the US transports. Not only does this kill off 22 TUV in American ships, but it also prevents 16 TUV in ground units from being able to move out on USA1.
The second best option is to send both subs against sz 10, to sink the British Destroyer and transport off E.
The third option is to split the difference and attack both sz 11 and sz 10 with a sub each. The potential pay off is huge if you hit and Allies dud.
In most cases I would counsel caution and send both subs into a single engagement. Note that an Allied bid could jack up either battle and push the odds out your favor.
Finally, you could send one or both subs to sz 14 to sink the British cruiser. This is not strictly necessary since Germany can use fighters to kill that cruiser.
But sending a sub can save a fighter in the event that the cruiser hits. 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 Allied transport groups.
However, it may still be possible to converge your naval units in either sz 8 or sz14 on non com. Baltic U-Boats: The pair of subs in sz 5 are rather less dynamic than their Atlantic compatriots.
The best use of these U-boats is against the British battleship in sz 7. Trying to do much else with them runs the risk of losing too many aircraft in the sz 7 engagement.
I have occasionally seen 1 sub break off to lurk alone in sz 8, or sz 3, ready to wreak havoc with G2 attack positioning, but this is less common.
German surface ships: There is only one reliable way to save the German battleship in the Med and that is to buy naval units to support it.
Similarly there is only one reliable way to save the Baltic Cruiser, and again that requires a naval purchase to pull off safely.
The cheapest build that can accomplish this is to buy a destroyer, and place it in sz15 med or in sz 5 baltic. If the German battleship goes to sz 14 and takes Gibraltar, then the newly purchased destroyer is used as a blocker, to prevent the British destroyer in sz 17 from attacking.
Provided Gibraltar was taken, this gives the British only the lone UK bomber to hit the Battleship, with odds to the defender.
Also it is possible to sink the British destroyer in sz17 with your German bomber, which eliminates the need for a destroyer blocker in sz In such cases, if your German bomber attack was successful it might be advisable to locate your destroyer in sz5 Baltic instead, to try and save the cruiser.
Sz 16 and sz 17 are usually death traps for your Med Fleet. If you move your German battleship to either location, expect that a strong UK player may sink it using an all air attack with a reasonable chance of success.
The UK bomber and the Egypt fighter can both be used in such an attack. If Caucasus is taken on G1, then sz 16 is slightly less dangerous, when a destroyer is placed in sz 15, but if not the Egypt fighter can hit sz 16 along with the UK bomber.
Many experienced Allied players regard the Egypt fighter as critical for this counter attack purpose, and they may even use the Moscow fighter to support Egypt, preventing Germany from running an attack there.
Still other players will try to bait you into sz17 hoping you will try to take Egypt or Trans Jordan, only to hit you with the British Bomber and the carrier based fighter from sz A high risk play into sz 16 can work, if you want to get one good bombardment out of the battleship and, if lucky, to keep the fleet alive into G2.
But there is also a danger with the whole med, that UK may buy a second bomber initially and then hit any of those sea zones, provided Caucasus or the Canal territories hold through UK2.
You really need to consider how to get the most out of your battleship in the first round, and hopefully the second round, since it might not see a third unless you are willing to invest a lot more than 8 ipcs into its defense.
The attack on the British Battleship in sz 7. Note, if you send the German Cruiser into this fight it greatly increases the likelihood that you will sink the British battleship in the first round of combat and accordingly increase the number of German U boats that survive.
Sending the cruiser into the sz 7 attack can free up the Northwestern and Norway fighters for other purposes, and still give Germany strong odds to sink the battleship with just the 2 subs and the cruiser alone.
Be aware that the UK fighters can hit this cruiser if it survives the sz7 engagement and still land in Archangel. Most players will sacrifice the transport leaving it undefended, in order to get more units into position on the eastern front.
Keep the cruiser in sz 5 for bombardments against Baltic States or Karelia. Note if this Cruiser is not supported by a naval build at minimum 1 destroyer it will be vulnerable to an all air attack from UK, with the optimal landing spot in W.
Send the Cruiser to Sz 8 as a bait. This last option is meant to lure the UK fighters out of position, since they cannot attack here and still land in Russian territory afterwards.
This move works best when Germany takes Gibraltar on G1 and moves their med fleet to sz This has the dual advantage of denying the British an attack option on sz14 since their UK fighters will not have Gibraltar as a landing spot and also allows the cruiser to converge with the Battleship on G2 if Allies fail to sink it.
Here again, many players will sacrifice the Baltic transport in the hopes of splitting the British air and reducing the chance of an attack on sz 8, or distracting a yak on R2.
This play works well if sz 10 was hit by the Atlantic subs rather than sz11USA. I suggested above that you need, at a minimum, 1 purchased destroyer for Germany to be viable on the water.
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. So what does this mean for Germany?
While it is possible for one of the Axis to take out Moscow, it is nice to be able to provide the punch just in case.
There are viable strategies for German naval purchases but I think it is better to first get a feel for what is going on in Europe before spending resources on ships.
Okay, now back to what Germany needs to do. 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. Franchise: Beamdog.
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We're interested in player feedback and bug reports. Add to Cart. About This Game 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! Victory goes to the side that conquers its opponents on the field of battle and occupies the greatest cities of the world.
Second guide in the "Basics" series for advanced beginner to intermediate players, basics of concepts underlying tactics and strategy Gameplay Differences between Online and Second Edition.
Gameplay differences between Online and Second Edition First guide in the "Basics" series, short simple advice for new players Help required with a non-combat move.
I have two loaded transports in sea zone I want to move them both to sea zone 17 and drop off the cargo in Egypt.
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