The Persia-Push
Fellow Gamers:
Thank you for all the emails and interest in my Persian Push strategy. I
will be very happy to share the idea. This is my main strategy when playing
the Allies. Although some facets are often taken away by my opponent, it's
important for me to incorporate as many of the specific items as possible.
How many of those items I'm able to incorporate usually determines the
outcome of the game. Against top players I put blinders on to all traps
and distractions and run this strategy to the letter. You're safe to use
this strategy with just about every version of the game you choose to play
-- EXCEPT Restricted Russia. I hope you all enjoy -- here goes....
The 3 key's to the strategy are Timing; Efficiency and Deception.
#1 Timing: You must maneuver Japan and/or Germany so that when you strike
with the push you can't be counter attacked on both ends. This timing takes
some practice and vision. You'll plan your strike about 2-3 turns in
advance and then use those turns to set up favorable movement lanes,
retreat conditions and strike zones. Remember the key strike zones on the
board are A) Novosibirsk (Yakut); B) Middle East (Persia) and C) Eastern
Europe (Ukraine). It's important to time your purchases and attrition
combat moves well -- Example: If you know you're going to need extra IPC's
with the USA for additional air support then be sure to take trading
territories with America in advance. Secondly, be sure to time your
purchases -- Example: When you're going to make a wave of push into
Persia be sure your second preceding UK purchase is all armor delivered
directly into Karelia. You will get a better idea of the timing areas
necessary as I spell out the specific moves below.
#2 Efficiency: It is critical to protect certain strike zones; certain
units and certain nationalities. The basic premise of this strategy is to
use UK as a board maintenance vehicle. Example -- UK should be the main
force retaking Africa; use UK to trade Ukraine and France (if applicable).
You always want your units to have a dual capacity. Example: Your units
will pressure a strike zone while massing in defense. This gives them the
capability of acting as an offensive force while serving as defense. The
above timing issue comes into play here as you need to maneuver whatever
they are defending from before you can then use those defense units in a
strike. Additionally, make sure your purchases and movements make sense.
Don't have 9 transports and only use 4; moreover, don't have 4 transports
and mass units in your capital.
#3 Deception: You want to sell your opponent that you're going to do one
thing while in fact you are setting up for something different. Most
players can stop what they can openly see coming; however, if you disguise
your intentions you can force them to react in a pressure moment. You want
to control your opponent....he should be attacking you where and when you
want him to attack. Don't fall for traps and instead set plenty of traps.
A trap is leaving an area or territory under fortified inviting an opponent
strike for the purpose of destroying certain units in a counter attack, or
moving certain units out of position or of diverting your opponents
attention and resources at a key moment. Some basic beginning trap areas
are -- 1) German bomber hitting 3-4 transports in EUS sz; 2) Russia
hitting Manchuria on R1 and 3) Germany counterattacking Ukraine on G1.
While each of these seems like good aggressive moves they are filled with
problems. 1) The German bomber is annoying and very useful for Axis...once
destroyed they simply can't produce another. You would gladly trade 2 or
3...even 4 trannies to get that bomber off the board. The USA can produce
transports like a baby shark cuts new teeth; however, Germany's bomber is
one and done. 2) Russia needs to maintain Yakut early in the game for many
reasons (see below); once they strike Manchuria it's an easy counter for
Japan and then Russia is left wide open in Asia. 3) I absolutely love when
my opponent counter attacks Ukraine. There is one key -- You need to take
Ukraine with 4/3 (3/3 is borderline). If you see you're going to take with
less then 4/3 (or 3/3) execute a power retreat back to Karelia. However,
taking with 4/3 sets up a beautiful trap. Germany wants so badly to take
out the Russian armor; however, to do so it gives up it's own armor and
critical board position (strength) and possibly other key G1 targets. If
Germany tries to "do it all" on G1, they will likely fail at one or more
areas or leave key counter attack units intact...if Germany draws her focus
on Ukraine she leaves important naval pieces untouched. No matter which
way she decides to go it's a positive situation for the Allies. Once my
opponent runs his attacks and leaves Ukraine alone, I know I'm in for a
tough game.
Responsibilities:
USSR -- Needs to produce 18-21 IPC/turn. Early in the game it's job is to
maintain board balance, good position and control IPCs on land while the
Allies get in position. After UK and USA get into position Russia's job
is to provide defense and support. Defense against Eastern Europe and
support to the Persian Push strategy. Key's: Maintaining 2 fighters and
approximately 10 armor. Additionally, not to fall into poor attack
positions -- Example Sinkiang.
UK -- Needs to produce 20-24 IPC/turn. Their job is to serve as fodder for
board maintenance allowing their Allies to mass for larger more wide-
sweeping attacks. Additionally, their job is to retake Africa from Germany.
This is key....notice I didn't say retake Africa from Japan. Here is a
surprise for many players....It is not that important for the Allies to
take Africa from the Atlantic. The key is for them to take and control
West Africa (4 IPC) and put pressure on or trade Egypt and Congo (3 IPC).
As the game goes on that is all the Allies need out of Africa. However,
when the remaining territories are in Axis hands they must be in Japan's
hands not Germany. The allies can't afford to give Germany that cash. So
just be sure Africa isn't gray and you're in pretty good shape. Key's:
Ability to move in the Atlantic (meaning you either need 2 war ships OR a
depleted opposing AF); 1 bomber; at least 1 ftr (but, 2 is really nice)
and 4 shuttles per turn.
USA -- Needs to produce 33-34 IPC/turn. Their job is to force the action
in the strike zones. USA mounts armor in Russia to pressure Yakut, Sinkiang
and Eastern Europe. They will then serve as the main striking force either
in the East or the West. Key: Own Finland!!
Okay, we've discussed much of the set up, general philosophies and basic
responsibilities and some goals heading into the game. Lets discuss some
final game philosophies and then move on to the execution part of the
Persian Push with a Swinging Gate.
#1 If you take Finland with USSR or UK it should be a mistake. Deal with
the mistake by producing 2 extra transports, but, realize this is a major
problem for the strategy. You should soften Finland with UK or USSR because
you want USA to get it as soon as possible.
#2 Force Japan to defend the coast with warships. Early in the game you
should have a Brit AF in Yakut and later in the game you should have
bombers stationed in Novosibirsk.
#3 Deal with the Brazil attack early by sending units south as early as
USA 1. Do this even if you suspect your opponent isn't headed to Brazil.
It's a pain in the butt to go get this later.
Remember you want to do things when you want to do them....not under your
opponents time table.
#4 Attack Africa from both sides. Pressure Iraq and Egypt from Persia and
maintain the West African block from the Atlantic. Clear Germany off
Africa at all costs, however, don't get preoccupied with doing the same
for Japan.
#5 Kill the German navy as soon as possible and at all costs.
#6 Don't fall for the trap to take France -- except to trade.
#7 Don't attack Sinkiang unless you need to cut off a counter attack.
#8 Don't attack the Asian coast with Russia.
#9 Don't try to mount any offensive in the Pacific.
#10 Don't panic if Japan brings a navy over to the Atlantic. Keep running
your game until they get there...then take them out. It's likely that their
plans revolve around that idea and once Japan dies in the Atlantic the
Axis plan is without center. Remember you can build and live in the
Atlantic while it takes Japan forever to get there. Once you reduce
them they can't rebuild -- you can. Subs and bombers work best. The
worst thing you can do is stop your flow to pre plan for this event. Just
invite them in...then kill them.
#11 The Allies won the war because they worked together and the Axis were
two separate armies doing their own thing. Use this to your advantage.
Double and triple strikes are very effective. Use some American armor to
open attack lanes for Russia to gain key position or capture key units.
Remember 3 Allies get to turn before either one Axis power has a second
turn.
#12 Use the retreat key. Power retreats win games -- simple. You don't
always want to capture a territory, you just want to use your might to
trade a few infantry for you compared to many units for your opponent.
Then leave him keep the territory with a few helpless units while you
retreat to safety.
#13 Don't get caught up in battle costs. Effectiveness in a combat move
can't always be gauged by total cost of units. I will gladly give up more
IPC value to gain position or key units. Small example -- Would you trade
a USA fighter for a German fighter? You should!
Now without further adieu -- The Persian Push (with a Swinging Gate)
USSR 1 -- Clear Baltic; Attack sub in NE Atlantic and Attack Ukraine
If bid is PE at 5 units or less; skip the Baltic combat and hit Ukraine
with normal units plus 2 air. You most likely will have to PR out of this
set. If bid is PE at 6 or more units you must take EE instead.
UK 1 -- assuming you have a transport hit Finland. If Germany countered in
Ukraine use the bombers range to set up a retreat to Karelia by flying
over Ukraine. This is important so you can get your bomber and ftrs in
position for round 2. Land the fighters in Caucasus and bomber in Russia.
A smart bid placement prevents you from counter attack Egypt. The move I
like best is to non combat Iraq to Persia; 1 inf from India to Sinkiang
and transport to East Australia sea zone. This move forces Japan's hand
and sets up for UK2 taking out the German navy. Japan usually wants to
buy a few transports on J1. However, with 1 ftr and 1 bomber in striking
distance she can't use all warships in Hawaii. Additionally, the tranny
in EAUS sz offers many problems. 1) If Phil uses both inf in India UK can
walk into Phil. 2) It forces the sub down to fight the tranny and thus
divert it from Haw sz which in turn sets up a better counter attack on
Hawaii sz. 3) If Japan takes Hawaii light and USA counter attacks and
survives a battleship UK can move to Hawaii with 1 inf. If you see this
move coming your US 1 purchase should be 1 ftr, 1 bmb and 3 inf.
USA 1 -- assuming UK softened Finland USA takes with 2 inf (bomber if
necessary). If UK didn't soften Finland USA should purchase 3 trn and 4
inf which sets up Finland to fall on US2.
USSR 2 -- If EE is traded Russia buys armor otherwise they purchase more
infantry. Russia moves 1 inf into Moscow and 2 inf into Caucasus. The rest
of the turn sets up defense.
UK 2 -- UK purchases 3 trannies. They do this even though they probably
can't fill all 3; however, this sets up better movement in UK 3. Otherwise
you must be concerned about protecting UK sz on UK 3 instead of a full
move to Africa. UK destroys the Germany navy in this round.
USA 2 -- US purchase an IC for Finland or takes Finland strong if she
didn't capture her in USA 1.
At this point the board is set for the following build --
Russia puts up a wall in Karelia and slowly begins to put a few infantry
in Moscow once it's clear Germany can't attack Karelia. They eventually
pull back and double up on Novosibirsk with infantry. They want to hold
their armor in Moscow putting pressure on both Yakut and Eastern Europe.
Russia stays in this position until they either support an attack on
Eastern Europe or fortify a move to Yakut during the "Push" phase of the
move. Russia masses and holds Novosibirsk with approximately 15 infantry
filtered as noted above.
UK sends a full set to Africa to control the West African block. After that
they send full shuttles directly into Karelia. Slowly sending 2 units into
Caucasus and Russia while trading Ukraine and massing the remaining units.
Remember that you can use minimum forces in these combats due to superior
air and follow-up in case you clear but fail to take. This is a major
Allied advantage. UK continues to add 8 units to Karelia each turn and
splitting off 1 or 2 into Ukraine and 2 into Caucasus. This allows them
to mass about 4 every turn in Karelia. Once that mass builds to 12-15 make
your next UK purchase all armor. On the delivery of that armor move the
12-15 inf into Caucasus and be sure all other Brit armor are in striking
range of Persia. You are now set to push Persia with 12-15 inf and 4-7
armor (16-22 units).
USA builds 2 armor each turn in Finland and moves them to Russia. They
shuttle 8 inf from America to Finland and standing units in Finland to
Karelia. For most of the game USA does very little fighting. You're
looking to mass about 12-15 armor in Moscow. By the time it takes you to
mass your armor you'll have about 35 or so infantry in Karelia. At this
point Karelia is very safe between Russian and American Infantry.
At this point Germany is feeling the heat on Eastern Europe and has very
little hope with Karelia. **If** Germany pulls into Berlin then use the
following move. Take EE strong with UK; take Ukraine with 1 American
infantry (don't miss...so be sure you have +1 on ground forces committed
to the battle. Move all other American units into EE. Fortify with Russian
Infantry (use some armor if necessary) and all air units. At this point
the game should be history. Start the German slide by moving to Italy and
subsequently France. It's just a matter of time.
If Germany holds EE - which she will try to do 75% of the time because she
knows that retreating now means eventual defeat. Execute the Persian Push.
Begin the push with USA not UK -- America takes Yakut will all 12-15 armor.
Russia then fortifies with Infantry and about half their armor (5-7 armor
units) plus one fighter. UK moves all units into Persia (12-15 infantry and
6-7 armor). You have successfully split Japan in half and she cannot counter
attack either half and cannot continue to defend all of Asia. She will have
to decide where to re-mass units to push you back; however, this buys the
Allies a minimum of 2 turns and often 3-4 turns. Precious time that clinches
the outcome. If Japan hesitates on what to do and just draws back --
do not follow her even though the temptation will be great. You will be
able to defeat here at each end, however you will then lose your greatest
asset which is superior position.
The Persian Push is unbeatable with even dice for a few reasons. #1 the
Allies are superior in this game to begin with and this move doesn't rely
on a strategy which can be stopped. It simply helps you gain dominance in
the 3 strike zones. Once you control Novosibirsk; Persia and at least hold
EE there is little the Axis can do to change momentum. The move is
predicated on position which is the critical to victory. It takes full
advantage of the Axis shortcomings and stresses the 3-2 sided dominance
of the Allies. #2 At any time you can use the Swinging Gate approach and
with 1 turn refocus your assault on the other Axis power. You can make your
opponent react to defend one side while you then attack the other. You
simply switch from end to end scooping up IPCs and destroying Axis units.
#3 You are never committed to going just at Japan or just at Germany; at
a notice you can hit either and in some circumstances both.
Finally, this strategy avoids unit locks to a great extent. In over 300
CD-ROM games I've had 2 or 3 unit lock games. The Japan HB strategy is in
jeopardy also because once and if they get HBs you can easily reduce there
income to low 30s. Other then very favorable Axis dice there is little
they can do to stop this Allied assault. Best of luck with the strategy.
Keep me up on your success.
GenPyle...