A discussion about Axis Doctrine

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    • A discussion about Axis Doctrine

      Hello. The post is long, so for those of you who do not have the time or desire to read all the details, I highlighted the main points at the end. But what I detailed throughout the post can be useful to understand more specifically the discussion I am proposing and having difficulties with. Thank you in advance to everyone who took the time to contribute to this question.

      First, I believe that the doctrines are satisfactorily well balanced and diverse. Bytro staff did a spectacular job in this regard.

      But I'm struggling in understanding the specific goals of Axis Doctrine. I believe I have reached a satisfactory level of dominance with the other 3 doctrines. So I want to comprehend how to make better/adequate use of Axis characteristics.

      Look, I understand that in a game of such strategic diversity is hard to make guides/tips suitable for every situation. There are adverse factors that influence a lot in each case: personal preferences, specific circumstances of each match and the type of opponents, etc. So it is not possible to create a perfect manual to follow in all cases. But that is not the goal here. What I'm looking for is an exchange of ideas and general guidelines as detailed as possible.

      With that said, I will still list my preferences for better analysis's sake. But keep in mind that at a certain point in the game you just are up to new things. So I am open to simply change strategies and adopt different preferences when playing Axis if necessary, in order to better understand and use the doctrine (and its badass units).

      I tend to use air force and artillery as the main deterrent forces since they usually bring the best kill/loss outcome, which is crucial for preserving armies and, thus, to long-term survival. I play defensively or aggressively depending on the context. I used to play more defensively, but since 1.5 version I realized playing aggressive was being more rewarded, so I adapted, and nowadays I even prefer the fast expansion and more aggressive gameplay.

      ---------------------------------------------
      Now let's get into the discussion.

      The Pan-Asian Doctrine - as some players have already pointed out here on the forum, and I agree - is the one that has the most potential in the hands of a capable player. It is about mobility, maneuverability, vision and about denying aerial superiority and provides a rapid expansion with stylish units. Particularly it is my favorite and the one I had the most fun using, although I still have a lot to master.

      Allies, on the other hand, have a capacity for optimization that makes them a formidable doctrine as the game develops. And even from the beginning, they can make good use of their technological and tactical versatility. Plus, they have the bonus of being able to research tactical bombers from day one. Enabling to pressure inexperienced neighbors for quick expansion despite their low overall mobility.

      Comintern, in my opinion, is the most underestimated doctrine here in the forum. For it is simply formidable. As stated, it is important to maximize efficiency, in the sense of having maximum kills with minimum losses. And in this regard, this doctrine is criticized. But for me, this is not a doctrine about "throwing units in front of the bus", though it may seem like that at first glance. I believe the more appropriate use of this doctrine focuses on its economic resilience, which allows them to create balanced and vast armies. For example, the composition that I consider the most balanced and efficient at the beginning (against experienced players) is composed of infantry, regular art. and rocket artillery, AA, anti-tanks, armored cars, and air force only if possible.

      Because against more knowledgeable players, airplanes can disappoint. Therefore, a composition like the one described above is safer to assemble in a dangerous neighborhood and in general. Comintern doctrine makes it possible to achieve these diverse compositions without major economic problems. Not to mention that their economic vigor ensures a comfortable mid-game and a safer late game if good use is made of that economical abundance in the mid-game. In addition, in late-game, they have very powerful self-propelled rocket artillery and heavy tanks.

      Now, my puzzle: Axis. The doctrine seemed the strong one when version 1.5 was first released. Currently, however, for me, is the one that I have less competence using. I believe I have not yet understood the specific purpose of this doctrine. The advantage and strength they have are clear: 15% power and life bonus is something that in itself gives a lot of strength.

      However, units are very expensive for Axis. Someone once said that if you try to make a lot of artillery, in the beginning, your economy will fail when using Axis nations. And it is true, I tested this in practice. On the other hand, few artillery rarely have a compensatory effect. And there are no tactical bombers on the first day, also is good to remind that planes are not always helpful.

      And while attacking on the first day is not the best option against active players, being able to research certain units on that day certainly provides an advantage in the battles to come

      And again, they have a very expensive economy (due to the high cost of units) which may mean that they need to expand early and play aggressively too (even the units that they have bonuses are usually more offensive ones). How can I hurt the opponent with maximum efficiency then? Considering that this seems to be an aggressive-like doctrine, that cannot afford armies very well-balanced and diverse in the beginning.

      I mean, they have excellent motorized infantry and good armored units in general. Axis' medium tank is very powerful. But such units only work in frontal attacks, and you will necessarily injure your troops when doing so. However, if you find an enemy who knows how to mount a defense on the appropriate ground, with artillery and anti-tank, you will lose the advantage and be in a complicated situation where you either act and severely hurt your armies risking losing, or you stay still, probably jeopardizing your development.

      Of course, when diplomacy fails - against competent opponents - heavy losses may be unavoidable no matter the doctrine. But I think that Axis is particularly harmed against good defenders, and I just have this feeling that something is off about my line of thinking in general regarding this doctrine.

      Another thought that came into my mind was the possibility of Axis just being a doctrine with the purpose of overall balancement. Something like "give 15% of attributes so they will generally be good in every branch and general strategy but with heavy economical costs and lack of specialization except for the frontal offensive one". But this "overall ok function" seems a role more suitable for the allies(which in addition are very adaptable) . Then, I believe I'm just not seeing something important about Axis doctrine.


      So what is the catch here? Axis is indeed meant to excel in the hurtful and risky frontal offensives?

      Any thoughts? Strategies? How can we make the best use of Axis capabilities against experienced players? And against inexperienced ones? Or in general?
      The "frontal offensive" is really the major and perhaps the only triumph of this doctrine when it comes to specialization?

      * I thought about posting this in the "Questions" section, but as I said I wanted to propose a more detailed discussion. I have seen many topics discussing various doctrines, but not many on the Axis and I believe that there is potential for a good debate here. But if this thread is not appropriate for this section I apologize.

      The post was edited 4 times, last by Allons Gelassenheit ().

    • Allons Gelassenheit wrote:

      Hello. The post is long, so for those of you who do not have the time or desire to read all the details, I highlighted the main points at the end. But what I detailed throughout the post can be useful to understand more specifically the discussion I am proposing and having difficulties with. Thank you in advance to everyone who took the time to contribute to this question.

      First, I believe that the doctrines are satisfactorily well balanced and diverse. Bytro staff did a spectacular job in this regard.

      But I'm struggling in understanding the specific goals of Axis Doctrine. I believe I have reached a satisfactory level of dominance with the other 3 doctrines. So I want to comprehend how to make better/adequate use of Axis characteristics.

      Look, I understand that in a game of such strategic diversity is hard to make guides/tips suitable for every situation. There are adverse factors that influence a lot in each case: personal preferences, specific circumstances of each match and the type of opponents, etc. So it is not possible to create a perfect manual to follow in all cases. But that is not the goal here. What I'm looking for is an exchange of ideas and general guidelines as detailed as possible.

      With that said, I will still list my preferences for better analysis's sake. But keep in mind that at a certain point in the game you just are up to new things. So I am open to simply change strategies and adopt different preferences when playing Axis if necessary, in order to better understand and use the doctrine (and its badass units).

      I tend to use air force and artillery as the main deterrent forces since they usually bring the best kill/loss outcome, which is crucial for preserving armies and, thus, to long-term survival. I play defensively or aggressively depending on the context. I used to play more defensively, but since 1.5 version I realized playing aggressive was being more rewarded, so I adapted, and nowadays I even prefer the fast expansion and more aggressive gameplay.

      ---------------------------------------------
      Now let's get into the discussion.

      The Pan-Asian Doctrine - as some players have already pointed out here on the forum, and I agree - is the one that has the most potential in the hands of a capable player. It is about mobility, maneuverability, vision and about denying aerial superiority and provides a rapid expansion with stylish units. Particularly it is my favorite and the one I had the most fun using, although I still have a lot to master.

      Allies, on the other hand, have a capacity for optimization that makes them a formidable doctrine as the game develops. And even from the beginning, they can make good use of their technological and tactical versatility. Plus, they have the bonus of being able to research tactical bombers from day one. Enabling to pressure inexperienced neighbors for quick expansion despite their low overall mobility.

      Comintern, in my opinion, is the most underestimated doctrine here in the forum. For it is simply formidable. As stated, it is important to maximize efficiency, in the sense of having maximum kills with minimum losses. And in this regard, this doctrine is criticized. But for me, this is not a doctrine about "throwing units in front of the bus", though it may seem like that at first glance. I believe the more appropriate use of this doctrine focuses on its economic resilience, which allows them to create balanced and vast armies. For example, the composition that I consider the most balanced and efficient at the beginning (against experienced players) is composed of infantry, regular art. and rocket artillery, AA, anti-tanks, armored cars, and air force only if possible.

      Because against more knowledgeable players, airplanes can disappoint. Therefore, a composition like the one described above is safer to assemble in a dangerous neighborhood and in general. Comintern doctrine makes it possible to achieve these diverse compositions without major economic problems. Not to mention that their economic vigor ensures a comfortable mid-game and a safer late game if good use is made of that economical abundance in the mid-game. In addition, in late-game, they have very powerful self-propelled rocket artillery and heavy tanks.

      Now, my puzzle: Axis. The doctrine seemed the strong one when version 1.5 was first released. Currently, however, for me, is the one that I have less competence using. I believe I have not yet understood the specific purpose of this doctrine. The advantage and strength they have are clear: 15% power and life bonus is something that in itself gives a lot of strength.

      However, units are very expensive for Axis. Someone once said that if you try to make a lot of artillery, in the beginning, your economy will fail when using Axis nations. And it is true, I tested this in practice. On the other hand, few artillery rarely have a compensatory effect. And there are no tactical bombers on the first day, also is good to remind that planes are not always helpful.

      And while attacking on the first day is not the best option against active players, being able to research certain units on that day certainly provides an advantage in the battles to come

      And again, they have a very expensive economy (due to the high cost of units) which may mean that they need to expand early and play aggressively too (even the units that they have bonuses are usually more offensive ones). How can I hurt the opponent with maximum efficiency then? Considering that this seems to be an aggressive-like doctrine, that cannot afford armies very well-balanced and diverse in the beginning.

      I mean, they have excellent motorized infantry and good armored units in general. Axis' medium tank is very powerful. But such units only work in frontal attacks, and you will necessarily injure your troops when doing so. However, if you find an enemy who knows how to mount a defense on the appropriate ground, with artillery and anti-tank, you will lose the advantage and be in a complicated situation where you either act and severely hurt your armies risking losing, or you stay still, probably jeopardizing your development.

      Of course, when diplomacy fails - against competent opponents - heavy losses may be unavoidable no matter the doctrine. But I think that Axis is particularly harmed against good defenders, and I just have this feeling that something is off about my line of thinking in general regarding this doctrine.

      Another thought that came into my mind was the possibility of Axis just being a doctrine with the purpose of overall balancement. Something like "give 15% of attributes so they will generally be good in every branch and general strategy but with heavy economical costs and lack of specialization except for the frontal offensive one". But this "overall ok function" seems a role more suitable for the allies(which in addition are very adaptable) . Then, I believe I'm just not seeing something important about Axis doctrine.


      So what is the catch here? Axis is indeed meant to excel in the hurtful and risky frontal offensives?

      Any thoughts? Strategies? How can we make the best use of Axis capabilities against experienced players? And against inexperienced ones? Or in general?
      The "frontal offensive" is really the major and perhaps the only triumph of this doctrine when it comes to specialization?

      * I thought about posting this in the "Questions" section, but as I said I wanted to propose a more detailed discussion. I have seen many topics discussing various doctrines, but not many on the Axis and I believe that there is potential for a good debate here. But if this thread is not appropriate for this section I apologize.
      All axis units are more powerful than units in any other doctrine if at the same level. Axis units are extremely powerful compared to their counterpart doctrines. The key to the Axis doctrine is building up your economy quickly. It can be either achieved by rapid expansion or by constructing high level IC(Industrial Complexes) Once you have a strong economy you will be able to produce and research more units. This will give you superiority over other players because of the bonuses. Overall I think the Axis doctrine is the second best doctrine.
    • Plus, by the time you have a large empire ur economy will be untouchable
      “I do not love the sword for its sharpness, nor the arrow for its swiftness, nor the warrior. I love only that which they defend.”

      “If you win, you need not explain!”

      “What difference does it make if destruction is wrought under the name of dictators or in the name of democracy?”

      War is Peace
      Slavery is Freedom
      Weakness is Strength
    • here a trick, you should go on day 1 for mot infantry light tanks and interceptors.

      The initial infantry is only for defend do not produce more basic infantry, once you gather a considerable force of planes tanks and mot. attack with all the mobile troops the weakest point on the enemy line and go directly for undefended provinces

      If the enemy is active bee smart if he mix all their troops on big units avoid them and go for undefended provinces. If he disperse their armies attack them one by one with all your force concentrated on a single army.

      Fast expansion is key or they gonna run out of fuel quickly. Your initial economy should be sacking the enemy provinces.

      Do not go for artillery. Not a single artillery foundry unless you had 2 rurals with goods.

      Theres certain situation where axis are bad specially when you are not able to manouver, the italian-yugoslavia border is a perfect example of a bad situation for axis player. Here comintern has the advantage. Since is all hills and mountain and comintern is specialist on artillery.
      "Si crees que esto tendrá un final feliz, es que no has estado prestando atención"
    • Allons Gelassenheit wrote:

      Comintern, in my opinion, is the most underestimated doctrine here in the forum. For it is simply formidable. As stated, it is important to maximize efficiency, in the sense of having maximum kills with minimum losses. And in this regard, this doctrine is criticized. But for me, this is not a doctrine about "throwing units in front of the bus", though it may seem like that at first glance. I believe the more appropriate use of this doctrine focuses on its economic resilience, which allows them to create balanced and vast armies.
      Comintern are the most effective doctrine in straight-up fights (with equal resources spent). The problem is lack of good bonuses on quick strike units, so you can get outran by faster units and caught in numbers disadvantage, causing you to lose. You also have a considerably weaker force at the start and your slower units make quick expansion difficult.

      Allons Gelassenheit wrote:

      Now, my puzzle: Axis. The doctrine seemed the strong one when version 1.5 was first released. Currently, however, for me, is the one that I have less competence using. I believe I have not yet understood the specific purpose of this doctrine. The advantage and strength they have are clear: 15% power and life bonus is something that in itself gives a lot of strength.

      However, units are very expensive for Axis. Someone once said that if you try to make a lot of artillery, in the beginning, your economy will fail when using Axis nations. And it is true, I tested this in practice.
      You get far stronger units, so normally your economy is just as good as that of other doctrines, you just have to limit production to fewer production buildings (saving some of their cost at day 1 when resources are very worthy, so that's a plus). The problem with Artillery is it's a ranged unit with low health, so you prevent the enemy from dealing damage to it. That way you only get +15% damage on it, the +15% health not adding extra advantage like for close combat units.

      For me, a very good strategy for active players is open with mot infantry (or armoured cars) and attack bombers. Good combination for quickly invading, not that good for expert 1v1. The armoured cars are still an option as the mot infantry costs lots of food which can often be sold very well at the market, plus you already start with 2 AC, so you can merge together without slowing the units down.

      Allons Gelassenheit wrote:

      How can I hurt the opponent with maximum efficiency then? Considering that this seems to be an aggressive-like doctrine, that cannot afford armies very well-balanced and diverse in the beginning.

      I mean, they have excellent motorized infantry and good armored units in general. Axis' medium tank is very powerful. But such units only work in frontal attacks, and you will necessarily injure your troops when doing so. However, if you find an enemy who knows how to mount a defense on the appropriate ground, with artillery and anti-tank, you will lose the advantage and be in a complicated situation where you either act and severely hurt your armies risking losing, or you stay still, probably jeopardizing your development.
      You are missing out on a very important aspect there, which is the speed itself. In early game Axis can focus on few unit types and still have a proper army, saving resources for research, which offsets the usually small fronts (which reduce the speed advantage).
      Numbers disadvantage is devastating, as the health and damage both adds up, resulting in a 2x larger army being able to kill the enemy with 4x less casualties (=lost health). That's what speed is good at. And it makes Axis close to Pan-Asian, who have far better early game though.

      See an ideal lategame attack:
      Stage 1 - you use a lot of intelligence spies to reveal all buildings, and military sabotage to reveal all armies, if possible. Send all units forward, but only advance into enemy territory with large motorized infantry stacks. Destroy every smaller army you meet and capture all airports. Use attack bombers to assist and occasionally destroy the airport and then kill the light armour trucks the planes turn into (have to use multiple bomber groups so you don't leave the airport untouched for an hour though). Also use them to destroy any smaller tank armies too strong for your mot infantry.
      Stage 2 - after you've done some damage (that should be within 8 hours or so) send everything forward. Medium tanks in front to destroy smaller and faster armies, SP Artillery behind to destroy large slow armies the MT cannot overpower. If your spies reported your enemy not being prepared for a deep invasion send your mot infantry forward, so you can destroy his reinforcements before they make large armies again.
      Also use your airforce to assist, planes must always be merged (basics) and should attack small armies, that way you can cause a lot of damage. It can also be helpful in fighting off the rest of the enemy airforce if it threatens your mot infantry. However, this requires a lot of scouting as you need to prevent the enemy from capturing the airports and preventing your planes from returning to your main front that way. You also have to upgrade the forward airports (also useful to build a lot lf lv1 buildings with them, especially against strategic bombers, to increase the chance of other buildings taking damage instead of the airport).
      Stage 3 - your enemy will stabilize and make up a defence at some point. You should avoid fighting concentrated force before all your army goes forward, then you attack in full strength and should be able to destroy the weakened enemy.

      Such strategies can be difficult to execute against good players, especially if you can't afford checking all day. But if you can Axis is a good doctrine for you. Even pro players are usually not prepared for such a sudden invasion. If they use slow units, you can easily go around and destroy them if they split up. If they use fast units, your fast units are Axis and so more cost-effective, plus you have a doctrine well suited for focusing on fewer units, so the enemy is likely to be behind in levels. Strategies with variety work well against most others, however focusing on few units and maxing them out can make you beat variety, which maybe has counters to your units but at a lower level. The blitzkrieg strategy is the most vulnerable to players with good airforce, however, many people tend to make huge stacks, making mass planes a less effective and less frequently seen strategy. Though good players often focus on planes, you can still snipe the airport if they aren't careful enough. Securing every airport against snipe can be difficult.

      Good advice from FML
      "8. Protect your planes when you go offline,pull them back on patrol over a safe area,do not leave them on the ground EVER."
      If you leave planes patrolling and the airport gets sniped they get assigned to any friendly airport from which they are still within range. So if you patrol, you can still resist snipes with a lot of lv1 airports (and possibly a high level one with lots of other buildings in the province, that one should be in the back though). So yes, the blitzkrieg strategy can fail there, if your enemy is smart.

      However, I think you didn't realize the way speed can be advantageous. It helps you find the best engagements and avoid bad ones. that's what the blitzkrieg makes use of.
      I, honestly, am sometimes not secure against blitzkrieg either. Sometimes your economic balance makes perfect defence unaffordable, and you will prefer economy development first.
      If you have above 10k manpower, you're not investing properly. A good player never has many resources.

      Larger armies destroy enemies faster without taking damage from them.

      Build only: 1 military building in each city, airstrips, and recruiting stations to boost manpower.

      Minimize research, 2 unit types early, 6 types in late game. Upgrade old units, but: artillery lv1 to lv2 is a waste, only lv1 to lv4 is worth it.

      Enjoy :thumbup:

      Hornetkeeper
    • Allons Gelassenheit wrote:

      Hello. The post is long, so for those of you who do not have the time or desire to read all the details, I highlighted the main points at the end. But what I detailed throughout the post can be useful to understand more specifically the discussion I am proposing and having difficulties with. Thank you in advance to everyone who took the time to contribute to this question.

      First, I believe that the doctrines are satisfactorily well balanced and diverse. Bytro staff did a spectacular job in this regard.

      But I'm struggling in understanding the specific goals of Axis Doctrine. I believe I have reached a satisfactory level of dominance with the other 3 doctrines. So I want to comprehend how to make better/adequate use of Axis characteristics.

      Look, I understand that in a game of such strategic diversity is hard to make guides/tips suitable for every situation. There are adverse factors that influence a lot in each case: personal preferences, specific circumstances of each match and the type of opponents, etc. So it is not possible to create a perfect manual to follow in all cases. But that is not the goal here. What I'm looking for is an exchange of ideas and general guidelines as detailed as possible.

      With that said, I will still list my preferences for better analysis's sake. But keep in mind that at a certain point in the game you just are up to new things. So I am open to simply change strategies and adopt different preferences when playing Axis if necessary, in order to better understand and use the doctrine (and its badass units).

      I tend to use air force and artillery as the main deterrent forces since they usually bring the best kill/loss outcome, which is crucial for preserving armies and, thus, to long-term survival. I play defensively or aggressively depending on the context. I used to play more defensively, but since 1.5 version I realized playing aggressive was being more rewarded, so I adapted, and nowadays I even prefer the fast expansion and more aggressive gameplay.

      ---------------------------------------------
      Now let's get into the discussion.

      The Pan-Asian Doctrine - as some players have already pointed out here on the forum, and I agree - is the one that has the most potential in the hands of a capable player. It is about mobility, maneuverability, vision and about denying aerial superiority and provides a rapid expansion with stylish units. Particularly it is my favorite and the one I had the most fun using, although I still have a lot to master.

      Allies, on the other hand, have a capacity for optimization that makes them a formidable doctrine as the game develops. And even from the beginning, they can make good use of their technological and tactical versatility. Plus, they have the bonus of being able to research tactical bombers from day one. Enabling to pressure inexperienced neighbors for quick expansion despite their low overall mobility.

      Comintern, in my opinion, is the most underestimated doctrine here in the forum. For it is simply formidable. As stated, it is important to maximize efficiency, in the sense of having maximum kills with minimum losses. And in this regard, this doctrine is criticized. But for me, this is not a doctrine about "throwing units in front of the bus", though it may seem like that at first glance. I believe the more appropriate use of this doctrine focuses on its economic resilience, which allows them to create balanced and vast armies. For example, the composition that I consider the most balanced and efficient at the beginning (against experienced players) is composed of infantry, regular art. and rocket artillery, AA, anti-tanks, armored cars, and air force only if possible.

      Because against more knowledgeable players, airplanes can disappoint. Therefore, a composition like the one described above is safer to assemble in a dangerous neighborhood and in general. Comintern doctrine makes it possible to achieve these diverse compositions without major economic problems. Not to mention that their economic vigor ensures a comfortable mid-game and a safer late game if good use is made of that economical abundance in the mid-game. In addition, in late-game, they have very powerful self-propelled rocket artillery and heavy tanks.

      Now, my puzzle: Axis. The doctrine seemed the strong one when version 1.5 was first released. Currently, however, for me, is the one that I have less competence using. I believe I have not yet understood the specific purpose of this doctrine. The advantage and strength they have are clear: 15% power and life bonus is something that in itself gives a lot of strength.

      However, units are very expensive for Axis. Someone once said that if you try to make a lot of artillery, in the beginning, your economy will fail when using Axis nations. And it is true, I tested this in practice. On the other hand, few artillery rarely have a compensatory effect. And there are no tactical bombers on the first day, also is good to remind that planes are not always helpful.

      And while attacking on the first day is not the best option against active players, being able to research certain units on that day certainly provides an advantage in the battles to come

      And again, they have a very expensive economy (due to the high cost of units) which may mean that they need to expand early and play aggressively too (even the units that they have bonuses are usually more offensive ones). How can I hurt the opponent with maximum efficiency then? Considering that this seems to be an aggressive-like doctrine, that cannot afford armies very well-balanced and diverse in the beginning.

      I mean, they have excellent motorized infantry and good armored units in general. Axis' medium tank is very powerful. But such units only work in frontal attacks, and you will necessarily injure your troops when doing so. However, if you find an enemy who knows how to mount a defense on the appropriate ground, with artillery and anti-tank, you will lose the advantage and be in a complicated situation where you either act and severely hurt your armies risking losing, or you stay still, probably jeopardizing your development.

      Of course, when diplomacy fails - against competent opponents - heavy losses may be unavoidable no matter the doctrine. But I think that Axis is particularly harmed against good defenders, and I just have this feeling that something is off about my line of thinking in general regarding this doctrine.

      Another thought that came into my mind was the possibility of Axis just being a doctrine with the purpose of overall balancement. Something like "give 15% of attributes so they will generally be good in every branch and general strategy but with heavy economical costs and lack of specialization except for the frontal offensive one". But this "overall ok function" seems a role more suitable for the allies(which in addition are very adaptable) . Then, I believe I'm just not seeing something important about Axis doctrine.


      So what is the catch here? Axis is indeed meant to excel in the hurtful and risky frontal offensives?

      Any thoughts? Strategies? How can we make the best use of Axis capabilities against experienced players? And against inexperienced ones? Or in general?
      The "frontal offensive" is really the major and perhaps the only triumph of this doctrine when it comes to specialization?

      * I thought about posting this in the "Questions" section, but as I said I wanted to propose a more detailed discussion. I have seen many topics discussing various doctrines, but not many on the Axis and I believe that there is potential for a good debate here. But if this thread is not appropriate for this section I apologize.
      at the begening of each game you should avoid infantry just go for first armoured car & while you wait for that reg art (don't forget to construct the building{s} needed to produce the troops) after that when its later in the game research the heavy tanks not tank destroyers...ever! once I pitted one of my heavy tanks against a tank destroyer & guess who came out on top (me!) (for the axis doc produce as many troops as possible as early on as you can but for the allies doc take your time produce troops when you can & research more than anything) (for any doc except maybe Pan-Asian take over the smaller nations like Ai they are not strong get them out of your way (not best for pan-asian) & invade a Players country they will be weak at the begining of the game best time for a take over) (if you are using Pan-Asian then wait for a bigger country to go to war with a different country on the other side of their border and invade them because a good 90% of the time their troops are at their other border fighting the war and it will take awhile to produce or move troops to defend where they border you.)
    • I have to agree. I find the Axis to be my least favorite doctrine. I recommend axis for new players as I find it to be the simplest and easiest to learn the game using. It's advantages are all with units that do well in melee combat so for a player that just wants to smash their units into their opponents, it's great. I personally prefer either ComIntern or Pan Asian for a variety of reasons, but I prefer to focus on units that can bombard and do damage from a distance.
    • 6thDragon wrote:

      I have to agree. I find the Axis to be my least favorite doctrine. I recommend axis for new players as I find it to be the simplest and easiest to learn the game using. It's advantages are all with units that do well in melee combat so for a player that just wants to smash their units into their opponents, it's great. I personally prefer either ComIntern or Pan Asian for a variety of reasons, but I prefer to focus on units that can bombard and do damage from a distance.
      I have never met someone who also dislikes Axis. I am not alone.
      WHOS GONNA CARRY THE BOATS?
      WHOS GONNA CARRY THE LOGS?
      THEY DON'T KNOW YOU SON!

      - David Goggins
    • Z. Sakki wrote:

      Pan-Asian and Comintern are just superior, especially if you're an arty junkie.
      Ha, my last game I had an entire coalition of opponents playing axis doctrine and were all obsessed with heavy tanks. I was pan Asian and had attack stacks with leveled up arty (regular and rocket) with leveled up inf and AT to protect the arty. My spies also got their troop composition for me so I was able to prepare with attack bombers and interceptors as well. I pulled in the air power to disheartened them quickly but I could have done it without. My arty had a superior movement rate over their heavy tanks, which would allow me to shoot and retreat until they were done. By the time I got to the last member of the coalition he moved all his troops into the ocean. Based on my spy reports, it looked like they were getting ready to invade the North Pole.
    • The problem with ranged and air power is that conquest is much slower than all-out attacking. Ranged damage is simply lower overall, and even though you don't take much damage (when played correctly), you will take longer to defeat your opponent.

      Axis doctrine is all about shock and awe power. Medium tanks and motorized infantry are potent attackers, and they get a speed bonus to drive through even faster. They don't take much damage against dispersed infantry, and clean them out really fast. Evade the heavy enemy concentrations for the moment; you have attack bombers against those. Focus on taking his empty lands quickly and mopping up all loose units, the motorized infantry is great for that.

      So I guess there's your answer... the Axis is extremely good at taking out neutrals, AI's, and dummies really fast. Yeah you take losses, but your expansion rate is also higher than the other doctrines; you can simply build new ones.
      When the fake daddies are curtailed, we have failed. When their roller coaster tolerance is obliterated, their education funds are taken by Kazakhstani phishers, and their candy bars distributed between the Botswana youth gangs, we have succeeded.
      - BIG DADDY.
    • Really liking the discussion and the answers here, because I have the same problem with axis, in terms of KD value its just not efficient unless you keep diluting damage by adding new units, that works but the expansion morale malus might kill you.

      next to that, all moterized and medium tanks far removed from air support are twice as vulnerable (if not more) from air strikes compared to Armored Cars.

      Can rockets be mixed in to strike air fields?
    • ...yet most advanced players dislike it. Must be a reason for that.
      When the fake daddies are curtailed, we have failed. When their roller coaster tolerance is obliterated, their education funds are taken by Kazakhstani phishers, and their candy bars distributed between the Botswana youth gangs, we have succeeded.
      - BIG DADDY.
    • K.Rokossovski wrote:

      ...yet most advanced players dislike it. Must be a reason for that.

      It's 1 out of 4 available doctrines, so if you never play Axis, you're missing 25% of the fun.

      There are advantages to playing Axis as well, it's not all about variety.

      The main advantage is that your starting infantry and AC's are better, and they cost you nothing.
      You get the positives of the Axis doctrine (HP, attack power) without the negatives (cost, build time).
      This is a big deal if you want/need to smash your neighbors right away.
      Especially if you find yourself next to a skilled player, and they play Comintern (lower attack, lower cost units).
      Are you going to wait for them to produce masses of infantry and artillery?
      Or attack them right away and take them out while you have the upper hand?

      The second advantage is situational.
      A country that starts low on goods is not going to be a good producer of artillery.
      You can try, but you'll struggle to balance your economy all game.
      Take a country like Southwest Africa as an example.
      Axis, no goods provinces, 2 metal, 2 oil.
      This country is really well suited to building tanks and RRG's.
      The first 4 days you have to smash things with AC's and LT's and your starting infantry.
      At day 2 the Axis MT shows up, making the smashing a lot more fun.
      Then day 4 rolls around, and you research the RRG.
      (Side note: The Axis RRG show up faster and has greater range than in other doctrines.)
      By day 5 you're building RRG's to crack those tough targets that hurt to smash.
      And guess what, the Axis AA gun is awesome, an a perfect pairing with the RRG.
      Enemy air forces will have to think twice before they attack you.
      And you out-range everyone's artillery and ships... which can be a lot of fun.

      It works, you just have to play it differently.
      Soviet builds with goods and food bonuses are also great.
      It's a different way to play, and that's half the fun.

      The post was edited 1 time, last by z00mz00m ().