##############################
## (¤) Table of Content (¤) ##
##############################
1) Information
2) Introduction
3) IPC Guide
I - Land Territories
II - Sea Territories
III - Units
4) Prelude
I - Prelude to the game
II - Well balanced?
III - What you do on a turn
5) Action Sequences
I - Weapons Development/Purchase Units
II - Combat Movement
III - Combat
IV - Non-Combat Movement
V - Place Units
VI - Collect Income
6) Game Rules
I - Victory Conditions
II - Rules/Variations
III - Preferences
IV - Time Machine
7) Each Unit's Abilities
8) Basic Training
I - Land Movement
II - Sea Movement
III - Air Movement
IV - Capturing a Territory
V - Amphibious Assault
9) My Recommended Strategies
10) Other people's thoughts
11) Review
12) Credits
13) Legal info
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
#######################
##(1) Information (1)##
#######################
Axis & Allies
IPC FAQ
Version: 1.1
In this updated version I have corrected some grammatical errors and
changed all charts and made them easier to understand. I have also added a
brand new logo which you can see in the beginning of this strategy guide.
Version: 1.2
I have been told that I have forgotten Western Canada in my North America
IPC chart so this time I have added Western Canada to North America. I have
also corrected some more errors in the IPC and territory charts. I have
added two new sections "10) Other people's thoughts" where you can read
other people's opinions and "11) Review" where you can read my thoughts
about the game.
By: Joakim Danielsson aka Ernst Stavro Blofeld
Comments?: I understand Swedish, Danish, Norwegian, English and French
Axis & Allies is my favourite game for PC and I have wanted to create a FAQ
for a long time now, but I haven't had time until now. This FAQ shows
everything about IPC's, rules and strategic moves. Have a great time
reading my work. Thank you! (I will soon make a Swedish translation of this
guide and it should be up in August.)
First of all I have separated all areas in different continents.
<-Part I->
!¤¤¤¤¤¤!
!//////!
!Africa!
!//////!
!¤¤¤¤¤¤!
Total amounts of IPC's: 12
Total amounts of areas: 13
Total amounts of neutral areas: 3
Territories hold by USSR: 0
Territories hold by Germany: 2
Territories hold by United Kingdom: 8
Territories hold by Japan: 0
Territories hold by USA: 0
Territories hold by neutral countries: 3
IPC's owned by USSR: 0
IPC's owned by Germany: 2
IPC's owned by United Kingdom: 10
IPC's owned by Japan: 0
IPC's owned by USA: 0
Total = 12
|--------------------------|----------------|-------|-----|---------------|
|***********AREA***********|**CONTROLLED BY*|*COLOR*|*IPC*|****LOCATION***|
|--------------------------|----------------|-------|-----|---------------|
| Algeria | Germany | Grey | 1 | North West |
|--------------------------|----------------|-------|-----|---------------|
| Anglo-Egypt Sudan | United Kingdom | Brown | 2 | North East |
|--------------------------|----------------|-------|-----|---------------|
| Angola | NEUTRAL | Beige | 0 | South West |
|--------------------------|----------------|-------|-----|---------------|
| Belgian Congo | United Kingdom | Brown | 1 | East |
|--------------------------|----------------|-------|-----|---------------|
| French Equatorial Africa | United Kingdom | Brown | 1 | West |
|--------------------------|----------------|-------|-----|---------------|
| French Madagaskar | United Kingdom | Brown | 1 | S.East(Island)|
|--------------------------|----------------|-------|-----|---------------|
| French West Africa | United Kingdom | Brown | 1 | West |
|--------------------------|----------------|-------|-----|---------------|
| Italian East Africa | United Kingdom | Brown | 1 | East |
|--------------------------|----------------|-------|-----|---------------|
| Kenya/Rhodesia | United Kingdom | Brown | 1 | Middle |
|--------------------------|----------------|-------|-----|---------------|
| Libya | Germany | Grey | 1 | North |
|--------------------------|----------------|-------|-----|---------------|
| Mozambique | NEUTRAL | Beige | 0 | South East |
|--------------------------|----------------|-------|-----|---------------|
| Rio de Oro | NEUTRAL | Beige | 0 | North West |
|--------------------------|----------------|-------|-----|---------------|
| South Africa | United Kingdom | Brown | 2 | South |
|--------------------------|----------------|-------|-----|---------------|
!¤¤¤¤!
!////!
!Asia!
!////!
!¤¤¤¤!
Total amounts of IPC's: 43
Total amounts of areas: 22
Total amounts of neutral areas: 4
Territories hold by USSR: 5
Territories hold by Germany: 0
Territories hold by United Kingdom: 3
Territories hold by Japan: 8
Territories hold by USA: 2
Territories hold by neutral countries: 4
IPC's owned by USSR: 10
IPC's owned by Germany: 0
IPC's owned by United Kingdom: 5
IPC's owned by Japan: 24
IPC's owned by USA: 4
Total = 43
|-------------------------|----------------|--------|-----|---------------|
|***********AREA**********|**CONTROLLED BY*|*COLOR**|*IPC*|****LOCATION***|
|-------------------------|----------------|--------|-----|---------------|
| Afghanistan | NEUTRAL | Beige | 0 | West |
|-------------------------|----------------|--------|-----|---------------|
| Borneo Celebes | Japan | Yellow | 1 | East (Island) |
|-------------------------|----------------|--------|-----|---------------|
| China | USA | Green | 2 | Middle |
|-------------------------|----------------|--------|-----|---------------|
| East Indies | Japan | Yellow | 2 | East Indies |
|-------------------------|----------------|--------|-----|---------------|
| Evenki Nat'l Okrug | USSR | Red | 2 | West |
|-------------------------|----------------|--------|-----|---------------|
| French Indo-China | Japan | Yellow | 3 | Middle |
|-------------------------|----------------|--------|-----|---------------|
| India | United Kingdom | Brown | 3 | West |
|-------------------------|----------------|--------|-----|---------------|
| Japan | Japan | Yellow | 8 | East (Island) |
|-------------------------|----------------|--------|-----|---------------|
| Kazakh SSR | USSR | Red | 2 | West |
|-------------------------|----------------|--------|-----|---------------|
| Kwangtung | Japan | Yellow | 3 | East |
|-------------------------|----------------|--------|-----|---------------|
| Manchuria | Japan | Yellow | 3 | East |
|-------------------------|----------------|--------|-----|---------------|
| Mongolia | NEUTRAL | Beige | 0 | North East |
|-------------------------|----------------|--------|-----|---------------|
| Novosibirsk | USSR | Red | 2 | North West |
|-------------------------|----------------|--------|-----|---------------|
| Okinawa | Japan | Yellow | 1 | East (Island) |
|-------------------------|----------------|--------|-----|---------------|
| Persia | United Kingdom | Brown | 1 | West |
|-------------------------|----------------|--------|-----|---------------|
| Philippines | Japan | Yellow | 3 | East (Island) |
|-------------------------|----------------|--------|-----|---------------|
| Saudi Arabia | NEUTRAL | Beige | 0 | South West |
|-------------------------|----------------|--------|-----|---------------|
| Sinkiang | USA | Green | 2 | Middle |
|-------------------------|----------------|--------|-----|---------------|
| Soviet Far East | USSR | Red | 2 | North East |
|-------------------------|----------------|--------|-----|---------------|
| Syria/Iraq | United Kingdom | Brown | 1 | West |
|-------------------------|----------------|--------|-----|---------------|
| Turkey | NEUTRAL | Beige | 0 | West |
|-------------------------|----------------|--------|-----|---------------|
| Yakut SSR | USSR | Red | 2 | North |
|-------------------------|----------------|--------|-----|---------------|
!¤¤¤¤¤¤!
!//////!
!Europe!
!//////!
!¤¤¤¤¤¤!
Total amounts of IPC's: 52
Total amounts of areas: 15
Total amounts of neutral areas: 5
Territories hold by USSR: 3
Territories hold by Germany: 6
Territories hold by United Kingdom: 2
Territories hold by Japan: 0
Territories hold by USA: 0
Territories hold by neutral countries: 5
IPC's owned by USSR: 14
IPC's owned by Germany: 30
IPC's owned by United Kingdom: 8
IPC's owned by Japan: 0
IPC's owned by USA: 0
Total = 52
|--------------------------|----------------|-------|-----|---------------|
|***********AREA***********|**CONTROLLED BY*|*COLOR*|*IPC*|****LOCATION***|
|--------------------------|----------------|-------|-----|---------------|
| Caucasus | USSR | Red | 3 | East |
|--------------------------|----------------|-------|-----|---------------|
| Eastern Europe | Germany | Grey | 3 | East |
|--------------------------|----------------|-------|-----|---------------|
| Eire | NEUTRAL | Beige | 0 | N.West(Island)|
|--------------------------|----------------|-------|-----|---------------|
| Finland/Norway | Germany | Grey | 2 | North |
|--------------------------|----------------|-------|-----|---------------|
| Germany | Germany | Grey | 10 | Middle |
|--------------------------|----------------|-------|-----|---------------|
| Gibraltar | United Kingdom | Brown | 0 | South West |
|--------------------------|----------------|-------|-----|---------------|
| Karelia | USSR | Red | 3 | North East |
|--------------------------|----------------|-------|-----|---------------|
| Russia | USSR | Red | 8 | East |
|--------------------------|----------------|-------|-----|---------------|
| Southern Europe | Germany | Grey | 6 | South |
|--------------------------|----------------|-------|-----|---------------|
| Spain | NEUTRAL | Beige | 0 | South West |
|--------------------------|----------------|-------|-----|---------------|
| Sweden | NEUTRAL | Beige | 0 | North |
|--------------------------|----------------|-------|-----|---------------|
| Switzerland | NEUTRAL | Beige | 0 | Middle |
|--------------------------|----------------|-------|-----|---------------|
| Ukraine SSR | Germany | Grey | 3 | East |
|--------------------------|----------------|-------|-----|---------------|
| United Kingdom | United Kingdom | Brown | 8 | N.West(Island)|
|--------------------------|----------------|-------|-----|---------------|
| Western Europe | Germany | Grey | 6 | West |
|--------------------------|----------------|-------|-----|---------------|
Territories owned by USSR: 0
Territories owned by Germany: 0
Territories owned by United Kingdom: 2
Territories owned by Japan: 1
Territories owned by USA: 8
Territories owned by neutral countries: 0
IPC's owned by USSR: 0
IPC's owned by Germany: 0
IPC's owned by United Kingdom: 4
IPC's owned by Japan: 0
IPC's owned by USA: 29
Total = 33
|-------------------------|----------------|--------|-----|---------------|
|***********AREA**********|**CONTROLLED BY*|*COLOR**|*IPC*|****LOCATION***|
|-------------------------|----------------|--------|-----|---------------|
| Alaska | USA | Green | 2 | North West |
|-------------------------|----------------|--------|-----|---------------|
| Eastern Canada | United Kingdom | Brown | 3 | North East |
|-------------------------|----------------|--------|-----|---------------|
| Eastern USA | USA | Green | 12 | East |
|-------------------------|----------------|--------|-----|---------------|
| Hawaiian Islands | USA | Green | 1 | West (Island) |
|-------------------------|----------------|--------|-----|---------------|
| Mexico | USA | Green | 2 | South |
|-------------------------|----------------|--------|-----|---------------|
| Midway Island | USA | Green | 0 | West (Island) |
|-------------------------|----------------|--------|-----|---------------|
| Panama | USA | Green | 1 | South |
|-------------------------|----------------|--------|-----|---------------|
| Wake Island | Japan | Yellow | 0 | West (Island) |
|-------------------------|----------------|--------|-----|---------------|
| Western Canada | United Kingdom | Brown | 1 | West |
|-------------------------|----------------|--------|-----|---------------|
| Western USA | USA | Green | 10 | West |
|-------------------------|----------------|--------|-----|---------------|
| West Indies | USA | Green | 1 | East (Island) |
|-------------------------|----------------|--------|-----|---------------|
!¤¤¤¤¤¤¤!
!///////!
!Oceania!
!///////!
!¤¤¤¤¤¤¤!
Total amounts of IPC's: 4
Total amounts of areas: 5
Total amounts of neutral areas: 0
Territories hold by USSR: 0
Territories hold by Germany: 0
Territories hold by United Kingdom: 2
Territories hold by Japan: 3
Territories hold by USA: 0
Territories hold by neutral countries: 0
IPC's owned by USSR: 0
IPC's owned by Germany: 0
IPC's owned by United Kingdom: 3
IPC's owned by Japan: 1
IPC's owned by USA: 0
Total= 4
|-------------------------|----------------|--------|-----|---------------|
|***********AREA**********|**CONTROLLED BY*|*COLOR**|*IPC*|****LOCATION***|
|-------------------------|----------------|--------|-----|---------------|
| Australia | United Kingdom | Brown | 2 | South West |
|-------------------------|----------------|--------|-----|---------------|
| Caroline Islands | Japan | Yellow | 0 | North |
|-------------------------|----------------|--------|-----|---------------|
| New Guinea | Japan | Yellow | 1 | Middle |
|-------------------------|----------------|--------|-----|---------------|
| New Zealand | United Kingdom | Brown | 1 | South East |
|-------------------------|----------------|--------|-----|---------------|
| Solomon Island | Japan | Yellow | 0 | East |
|-------------------------|----------------|--------|-----|---------------|
Territories hold by USSR: 0
Territories hold by Germany: 0
Territories hold by United Kingdom: 0(!)
Territories hold by Japan: 0
Territories hold by USA: 1
Territories hold by neutral countries: 3
IPC's owned by USSR: 0
IPC's owned by Germany: 0
IPC's owned by United Kingdom
IPC's owned by Japan: 0
IPC's owned by USA: 3
Total = 3
|-------------------------|----------------|--------|-----|---------------|
|***********AREA**********|**CONTROLLED BY*|*COLOR**|*IPC*|****LOCATION***|
|-------------------------|----------------|--------|-----|---------------|
| Argentina | NEUTRAL | Beige | 0 | South |
|-------------------------|----------------|--------|-----|---------------|
| Brazil | USA | Green | 3 | East |
|-------------------------|----------------|--------|-----|---------------|
| Peru | NEUTRAL | Beige | 0 | West |
|-------------------------|----------------|--------|-----|---------------|
| Venezuela | NEUTRAL | Beige | 0 | North |
|-------------------------|----------------|--------|-----|---------------|
!¤¤¤¤¤!
!/////!
!World!
!/////!
!¤¤¤¤¤!
Total amounts of IPC's: 147
Total amounts of areas: 68
Total amounts of neutral areas: 15
Territories hold by USSR: 8
Territories hold by Germany: 8
Territories hold by United Kingdom: 17
Territories hold by Japan: 12
Territories hold by USA: 11
Territories hold by neutral countries: 15
IPC's owned by USSR: 24
IPC's owned by Germany: 32
IPC's owned by United Kingdom: 30
IPC's owned by Japan: 25
IPC's owned by United States of America: 36
USSR's IPC's in average per area they own: 3
Germany's IPC's in average per area they own: 4
United Kingdom's IPC's in average per area they own: 1,764705882
Japan's IPC's in average per area they own: 2,0833333
USA's IPC's in average per area they own: 3,272727273
|-----------------------|-------------|-----------------------------------|
|*******TERRITORY*******|*****SEA*****|*************LOCATION**************|
|-----------------------|-------------|-----------------------------------|
| Baltic Sea | Atlantic | Northern Europe near Sweden |
|-----------------------|-------------|-----------------------------------|
| Barents Sea | Atlantic | North East Europe near Karelia |
|-----------------------|-------------|-----------------------------------|
| Caribbean Sea | Atlantic | West Atlantic, near Mexico |
|-----------------------|-------------|-----------------------------------|
| Central Atlantic | Atlantic | Between Africa and USA |
|-----------------------|-------------|-----------------------------------|
| E.Central Atlantic | Atlantic | Near the western coast of Africa |
|-----------------------|-------------|-----------------------------------|
| Gulf of Guinea | Atlantic | South Atlantic near Africa |
|-----------------------|-------------|-----------------------------------|
| Gulf of Mexico | Atlantic | West Atlantic adjacent to Mexico |
|-----------------------|-------------|-----------------------------------|
| Labrador Sea | Atlantic | North West Atlantic |
|-----------------------|-------------|-----------------------------------|
| N.Central Atlantic | Atlantic | Between Europe and USA |
|-----------------------|-------------|-----------------------------------|
| N.E. Atlantic | Atlantic | Adjacent to Spain and Western Eur.|
|-----------------------|-------------|-----------------------------------|
| North Sea | Atlantic | Surrounding United Kingdom |
|-----------------------|-------------|-----------------------------------|
| Scotia Sea | Atlantic | Between South America and Africa |
|-----------------------|-------------|-----------------------------------|
| S.Central Atlantic | Atlantic | South Atlantic, near South Africa |
|-----------------------|-------------|-----------------------------------|
| S.E. Atlantic | Atlantic | Adjacent to South Africa |
|-----------------------|-------------|-----------------------------------|
| S.W. Atlantic | Atlantic | Adjacent to Argentina's east coast|
|-----------------------|-------------|-----------------------------------|
| USA Atlantic | Atlantic | Adjacent to the eastern USA coast |
|-----------------------|-------------|-----------------------------------|
| W.Central Atlantic | Atlantic | Between Europe and USA |
|-----------------------|-------------|-----------------------------------|
|-----------------------|---------------|---------------------------------|
|*******TERRITORY*******|******SEA******|************LOCATION*************|
|-----------------------|---------------|---------------------------------|
| Arabian Sea | Indian Ocean | Between Saudi Arabia and Egypt |
|-----------------------|---------------|---------------------------------|
| Bay of Bengal | Indian Ocean | South of India |
|-----------------------|---------------|---------------------------------|
| Central Indian Ocean | Indian Ocean | Between Africa and Australia |
|-----------------------|---------------|---------------------------------|
| E.Indian Ocean | Indian Ocean | Adjacent to Australia's w.coast |
|-----------------------|---------------|---------------------------------|
| Java Sea | Indian Ocean | Adjacent to East Indies |
|-----------------------|---------------|---------------------------------|
| Mozambique Channel | Indian Ocean | Adjacent to Africa's east coast |
|-----------------------|---------------|---------------------------------|
| S.Central Indian Ocean| Indian Ocean | Between Africa and Australia |
|-----------------------|---------------|---------------------------------|
| S.E. Indian Ocean | Indian Ocean | Near Australia's western coast |
|-----------------------|---------------|---------------------------------|
| Southern Ocean | Indian Ocean | "Under" Australia |
|-----------------------|---------------|---------------------------------|
| S.W. Indian Ocean | Indian Ocean | Adjacent to South Africa |
|-----------------------|---------------|---------------------------------|
| W. Indian Ocean | Indian Ocean | Adjacent to Madagaskar |
|-----------------------|---------------|---------------------------------|
|-----------------------|---------------|---------------------------------|
|*******TERRITORY*******|******SEA******|************LOCATION*************|
|-----------------------|---------------|---------------------------------|
| Black Sea | Mediterranean | North East Mediterranean |
|-----------------------|---------------|---------------------------------|
| E.Med.Sea | Mediterranean | Between A-E.Sudan and Syria/Iraq|
|-----------------------|---------------|---------------------------------|
| Central Mediterranean | Mediterranean | South of Southern Europe |
|-----------------------|---------------|---------------------------------|
| W. Mediterranean Sea | Mediterranean | Adjacent to Spain and Gibraltar |
|-----------------------|---------------|---------------------------------|
!¤¤¤¤¤¤¤!
!///////!
!Pacific!
!///////!
!¤¤¤¤¤¤¤!
Total amounts of sea territories: 25
|-----------------------|-------------|-----------------------------------|
|*******TERRITORY*******|*****SEA*****|*************LOCATION**************|
|-----------------------|-------------|-----------------------------------|
| Arafura Sea | Pacific | South West Pacific |
|-----------------------|-------------|-----------------------------------|
| Bering Sea | Pacific | Northern Pacific |
|-----------------------|-------------|-----------------------------------|
| Caroline Pacific | Pacific | Western Pacific |
|-----------------------|-------------|-----------------------------------|
| Celebes Sea | Pacific | Western Pacific |
|-----------------------|-------------|-----------------------------------|
| Central Pacific | Pacific | Hawaiian Islands |
|-----------------------|-------------|-----------------------------------|
| Coral Sea | Pacific | South West Pacific |
|-----------------------|-------------|-----------------------------------|
| Drake Passage | Pacific | South East Pacific near Atlantic |
|-----------------------|-------------|-----------------------------------|
| E.Central Pacific | Pacific | Adjacent to Mexico's western coast|
|-----------------------|-------------|-----------------------------------|
| E.China Sea | Pacific | West Pacific |
|-----------------------|-------------|-----------------------------------|
| E.Philippine Sea | Pacific | West Pacific |
|-----------------------|-------------|-----------------------------------|
| Gulf of Alaska | Pacific | North Pacific |
|-----------------------|-------------|-----------------------------------|
| Gulf of Panama | Pacific | Near Panama and South America |
|-----------------------|-------------|-----------------------------------|
| N.Central Pacific | Pacific | Between Hawaii and Alaska |
|-----------------------|-------------|-----------------------------------|
| N.E. Pacific | Pacific | Eastern USA coast |
|-----------------------|-------------|-----------------------------------|
| N.W. Pacific | Pacific | Between Midway and Japan |
|-----------------------|-------------|-----------------------------------|
| Peruvian Sea | Pacific | Adjacent to South America |
|-----------------------|-------------|-----------------------------------|
| Philippine Sea | Pacific | West Pacific |
|-----------------------|-------------|-----------------------------------|
| Sea of Japan | Pacific | North West Pacific |
|-----------------------|-------------|-----------------------------------|
| Sea of Okhotsk | Pacific | North West Pacific |
|-----------------------|-------------|-----------------------------------|
| Solomon Sea | Pacific | West Pacific |
|-----------------------|-------------|-----------------------------------|
| S.Central Pacific | Pacific | Central Pacific |
|-----------------------|-------------|-----------------------------------|
| S.China Sea | Pacific | West Pacific adjacent to Kwangtung|
|-----------------------|-------------|-----------------------------------|
| S.E. Pacific | Pacific | Between New Zealand & S. America |
|-----------------------|-------------|-----------------------------------|
| Tasman Sea | Pacific | Adjacent to New Zealand |
|-----------------------|-------------|-----------------------------------|
| W.Central Pacific | Pacific | Central Pacific |
|-----------------------|-------------|-----------------------------------|
----------------------
¤ Prelude to the game ¤
----------------------
United Kingdom (UK) and France declared war on Germany in September 1939
when Germany started her invasion of Poland along with USSR (Soviet or
Russia). In spring 1940 Germany invaded Denmark and Norway and France had
fortified her defensive line, The Maginot Line. Germany however did not
attack through the Maginot Line, they attacked from the north. Belgium, The
Netherlands and Luxemburg were suddenly attacked by large German forces on
land and from the air. France was not prepared for an invasion from the
north side and was surprised. When France tried to stop the German war
machine in the north, Germany attacked through the Maginot Line and later
that summer Paris fell to the hands of the Germans.
Next summer in 1941 Germany suddenly attacked the Soviet Union since
their plan of an invasion of UK could not be done. Soviet was near defeat
in December same year, but during the winter started the Russians to
recover and in spring 1942 it's your chance to change the history.
When the war in Europe had started, Japan had risen from a midget to a
giant and begun to attack China. A great victory was achieved when
Philippine and all her islands was captured by the Japanese, but they
weren't satisfied with this, no, they invaded a lots of islands and more
land territories in French Indo-China. However didn't USA sell them any gas
or oil, so the Japanese knew that they had to defeat the US Navy in the
Pacific to get back her oil. From no-where the Japanese attacked Pearl
Harbor on December 7th 1941 and USA declared war on Japan. As a member of
the Axis, Germany was forced to declare war on USA. NOW YOU ARE IN COMMAND!
<--Part II-->
------------------
¤ Well balanced? ¤
------------------
Axis & Allies is a well balanced game. The Axis can't play a defensive
strategy, they must capture as many areas as possible to stop the Allies
huge economic income. Japan must attack the Asian mainland and from east
and south attack Russia and in that way lower the pressure for Germany. The
key for both sides are Russia. If Russia falls, the Allies are in deep
trouble and if Russia survives, the Allies have the advantage. The Axis
powers must be aggressive to achieve victory.
<---Part III--->
-------------------------
¤ What you do on a turn ¤
-------------------------
On your turn you do six different action sequences. You must do these six
parts in a specific order and your turn isn't finished until you have made
your sixth action. The sixth action sequences are the following:
*1. Weapons Development and/or Purchase Units
*2. Combat movement
*3. Combat
*4. Non-Combat Movement
*5. Place purchased military units on the map
*6. Collect Income
(Each one of these actions is explained in detail below)
The first thing you have to do on each turn is to decide whether or not
you're going to try Weapons Development. If you choose to do 1 try you have
to pay 5 IPC's and the chance of getting new techniques for your war
machine is 1 of 6. Maximum tries for one turn is 6 and that means you'll
have to pay 30 IPC's and won't have much left for units. The Weapons
Development Reference Chart shows what 6 new weapons or what new techniques
you can get:
|----------|---------------------|----------------------------------------|
| Die Roll | Weapon | Its Strength |
|----------|---------------------|----------------------------------------|
| 1 | Jet Power | Each of your fighter planes now defends|
| | | at five - which means this unit's maxi-|
| | | mum defence capability has increased |
| | | from four to five. |
|----------|---------------------|----------------------------------------|
| 2 | Rockets | One free rocket attack per turn! Choose|
| | | one of your antiaircraft guns (it must |
| | | be three adjacent spaces or less away |
| | | from target) to launch rockets at enemy|
| | | industrial complex by rolling the die. |
| | | The number tossed determines how many |
| | | IPC the player is owning the industry |
| | | loses from his account. |
|----------|---------------------|----------------------------------------|
| 3 | Super Submarines | Each of your submarines now attacks at |
| | | three instead of two. |
|----------|---------------------|----------------------------------------|
| 4 | Long Range Aircraft | Movement capability of your aircraft is|
| | | increased. Each of your fighters can |
| | | now move up to six adjacent spaces |
| | | instead of four per turn; each of your |
| | | bombers can now move up to eight |
| | | adjacent spaces instead of six per turn|
|----------|---------------------|----------------------------------------|
| 5 | Industr. Technology | Advanced production techniques! The |
| | | basic cost of buying any single unit is|
| | | reduced by one IPC. |
|----------|---------------------|----------------------------------------|
| 6 | Heavy Bombers | In a regular combat situation with |
| | | military units as targets, each bomber |
| | | attacks with three dice instead of one |
| | | die per bomber - thus each bomber could|
| | | score up to three hits; in a strategic |
| | | bombing raid when an industrial complex|
| | | is your target, three dice are rolled |
| | | for every bomber that survives an anti-|
| | | aircraft attack. The sum of the three |
| | | dice indicates how many IPC's the |
| | | defending player must lose. |
|----------|---------------------|----------------------------------------|
The second thing you must do in the first action sequence is to buy units.
A special unit chart is found on "IPC Guide - Part III" for costs
information, but I put the same chart here to.
If you decide not to buy any units you'll have your IPC's left to the next
round with your country and also if you have for example 2 IPC's left and
therefore you cannot buy anymore units, you'll have your IPC's left to the
next round. You won't be able to place your newly bought units until action
sequence 5.
Move your units into territories held by enemy units to make the combat
happen. It does not depend if you are attacking with land, air or naval
forces. It does not depend if you are attacking on land or sea either. You
can not attack units from your own alliance. You are able to engage in how
many combat situations you want. If you don't have any units left to attack
with you'll need to go on to the next action sequence (see further down).
*^-REINFORCEMENTS-^*
When you finally decide to start the combat situations you can not send
reinforcements during the battle. When you attack you must determine how
many units you think you need to win. When the combat has begun you must
attack whether you like it or not. You can retreat after the first attack,
but only if it's not an amphibious assault.
*^-COMBAT MOVES WITHOUT A BATTLE-^*
If enemy controlled territories does not have any units you can occupy it
without a battle. Just move in your infantry or armour to the territory. If
2 territories, beside each other with no sea between them, are enemy
controlled without enemy units you can take a tank (armour) and drive
through the first territory and then stop in the second territory. Both
territories are now under yours command. You won't need any unit in the
first territory because your tank drove through it and occupied it on the
way to the second territory which you also own now.
*^-OCCUPIED AND CONTROLLED TERRITORIES-^*
Territories with units in them are occupied and that means both the sea and
on land. When a territory is controlled it doesn't have any units there,
but rather the colour for your country.
*^-ATTACKING NEUTRAL COUNTRIES-^*
You can attack a neutral country and occupy it as yours. You won't get any
IPC's for it and you'll have to pay 3 IPC's for occupy it. You'll occupy
the neutral country without a combat sequence and you'll have the territory
without go on to the 3 action sequence. Your planes won't be able to land
on territories that has been neutral until you occupied it. So remember
that you can not land there and if you don't have anywhere to land besides
your occupied neutral country you will lose your plane.
*^-RETREATS-^*
There are some important rules when you retreat.
¤ You can only retreat when you are attacking and never retreat as
defender. Those rules do not affect submarines, but I will explain that
later under the section of "Units Special Abilities".
¤ You can not retreat after winning the battle! Sometimes when you attack
you gets great losses and want to retreat, but you win the battle. You
might want to retreat back to another territory to save them, but after a
battle is over you have no other option than let them be there.
¤ Retreat is only available after the defender has fired. You cannot attack
and then retreat without the defender has fired.
¤ It is not aloud to retreat with one unit at a time (except submarines).
If retreat is assigned you'll have to retreat all units back to an adjacent
friendly territory, which means that you can retreat to an allied
territory.
¤ Attacking airplanes can retreat when there are amphibious assaults (see
Amphibious Assaults section), but the ground units will be left alone in
the battle.
¤ Air units cannot retreat nor land to newly captured territories.
¤ If a carrier has been sunk by a submarine and the fighter on the carrier
fail to sink the submarine and it retreats, the fighter need to land on
another carrier or another land territory hold by yourself or by other
members of your alliance.
¤ You cannot retreat through the Suez Canal if you or your allies don't
have Syria/Iraq and/or Anglo-Egypt Sudan.
*^-NO COMBAT-^*
If you don't want to any combat moves you just click the DONE button.
<---Part III--->
¤¤¤¤¤¤¤¤¤¤¤¤¤¤
##3.COMBAT.3##
¤¤¤¤¤¤¤¤¤¤¤¤¤¤
It's finally time for some combat! In this part of your turn, dice rolling
(firing) resolves all combat. Now you can't send reinforcements, it's up to
your units to show what they can do. Remember that each individual combat
situation in a territory or sea zone is resolved separately!
*^-LAND COMBAT-^*
I'm now going to show how the combat sequence looks like:
1) The combat screen appears. Attacking units are always placed on the left
side and defending units on the right side. Each unit is placed under a
specific number, 0-4 (5 if you have JET POWER). The number at the bottom of
each column represents the maximum number needed - if the number shown or
less is rolled, then it is a hit! You can see how each unit attack and
defend values are in this chart:
|------------|---------------|--------------|---------|-------------------|
|****UNIT****|*MOVEMENT RATE*|*ATTACK VALUE*|*DEFENCE*|*SPECIAL ABILITIES*|
| | | | VALUE | |
|------------|---------------|--------------|---------|-------------------|
| Infantry | 1 | 1 | 2 | - |
|------------|---------------|--------------|---------|-------------------|
| Armour | 2 | 3 | 2 | Can Blitz! |
|------------|---------------|--------------|---------|-------------------|
| Fighter | 4 | 3 | 4 | Land on carrier |
|------------|---------------|--------------|---------|-------------------|
| Bomber | 6 | 4 | 1 | Strategic bombing |
|------------|---------------|--------------|---------|-------------------|
| Carrier | 2 | 1 | 3 | Transport fighters|
|------------|---------------|--------------|---------|-------------------|
| Transport | 2 | 0 | 1 | Transport units |
| | | | | over seas |
|------------|---------------|--------------|---------|-------------------|
| Submarine | 2 | 2 | 2 | First shot attack |
| | | | | and can retreat |
| | | | | while attacking. |
|------------|---------------|--------------|---------|-------------------|
| Battleship | 2 | 4 | 4 | Coastal bombarding|
|------------|---------------|--------------|---------|-------------------|
| AA Gun | 1 | 0 | 1 | First shot attack |
|------------|---------------|--------------|---------|-------------------|
| Industry | 0 | 0 | 0 | Can produce other |
| | | | | units. |
|------------|---------------|--------------|---------|-------------------|
2) AA Gun fires! If the defender has an AA Gun in the defending territory
it will fire towards your airplanes. It is just airplanes that can be hit.
One die will be rolled for each attacking airplane and they have no chance
to counterattack. This is the only time an AA Gun fires and they only fire
once per combat.
3) Coastal bombardment. If you transport tanks or infantries with a
transport ship and land them on an enemy controlled territory you have the
opportunity to fire from the sea onto enemy units on land. This can only be
done if you have a battleship adjacent to the territory you are attacking.
One die will be rolled for each battleship and the attack value for coastal
bombardment is 4.
4) Attacker fires. One die is rolled for each attacking unit. Combat is
resolved in column one first, the column two and so on. For example, if you
attack with one bomber and one infantry and you first get a 4 it will be
considered as a miss and you cannot move the 4 to the bomber. Each time a
hit is scored, a bullet is placed at the bottom of the defender's side of
the screen.
5) Defender allocates hits. After the attacker is done, the defender must
choose unit as a casualty for each bullet that has accumulated. However,
these units are still capable to firing a last counterattack before they
are out.
6) Defender fires. One die is rolled for each defending unit and that
includes casualties to. Combat is resolved the same as the attacker did
above. In this counterattack, any of the attacker's units that are chosen
as casualties are immediately removed from the game. They are immediate
casualties because they have already fired. The attackers choose what units
that will be casualties.
7) All casualties are removed. When all bullets on the screen are gone and
when you are satisfied with your choice all casualties will be removed from
the screen.
The following points are alternate sequences that you maybe won't use in
every battle.
8) Retreat. If you choose retreat you must withdraw your units if it is
possible (see the RETREAT section).
9) Attacker or defender is destroyed. If all attacking units are destroyed
has the defender won and vice versa.
10) Both attacker and defender are destroyed. If both are destroyed has the
defender won the battle.
*^-NAVAL COMBAT-^*
This is how the naval combat sequence looks like:
1) The combat screen appears. Exactly as land combats, but if transports
attacks they will be positioned in column zero because they have no attack
value.
2) Attacking submarines fire. If the attacker has any submarines in the
battle, they fire first before any other units. This is also known as first
shot attack. One die is rolled for each submarine and if the die shows 2 or
less than it is a hit and that unit cannot counterattack. Airplanes cannot
be casualties because submarines are unable to fire at airplanes.
3) Submarine casualties are removed. No unit hit by an attacking submarine
can counterattack! They are immediately casualties.
4) Attacker fires. Same as land combat.
5) Defender allocates hits. Same as land combat.
6) Defender fires. Same as land combat.
7) All casualties are removed. Same as land combat, but if the attacker has
a transport ship in the attack he will likely take it like a casualty which
is fully aloud and this is also known as "The Cannon fodder Strategy".
8) Submarine retreat. Attacking and defending submarines can now retreat or
submerge (See Special Abilities - Submarine).
Steps one to eight are repeated until:
9) Attacker retreats. The attacker may retreat and can do so by taking all
attacking units back to one adjacent friendly sea zone from which any of
the attacking units came from. The attacker cannot retreat to a space
beyond the embattled sea zone if no accompanying attacker moved into combat
from that zone.
10) Attacker is destroyed. Same as land combat.
11) Defender is destroyed. Same as land combat.
12) Both attacker and defender are destroyed. Same as land combat.
*^-CAPTURING AN ENEMY CAPITAL-^*
Capturing one of your enemy's capital territories the same procedure
appears as usual battles. Now you also collect the former owner's amounts
of IPC's. The capitals are Russia, Germany, United Kingdom, Japan and
Eastern USA. This only happens once and next round you WON'T earn all IPC's
the former owner had, just the IPC's for the territories you own.
If your capital has been captured you can still play, but you cannot
collect any income and you cannot buy any units. If you retake your capital
you'll have to wait to the next round before you can collect any income and
you must hold the capital for one round. Another member of your alliance
can also liberate your capital and you will earn some IPC's again.
*^-STRATEGIC BOMBING RAID-^*
Bombers have a special ability to make strategic bombing raids against an
enemy industry. If you chose strategic bombing you won't be able to attack
any other units than bombing the industrial complex. Strategic bombing
weakens your opponent economically and dwindles your enemy's supply of
IPC's. During a strategic bombing raid, this will happen:
1) Move one or more bombers into the enemy occupied territory with an
industry.
2) The game will ask you if you want to do a strategic bombing raid with
your bombers or to attack ground units if there are any. You can choose to
have all of your bombers do a strategic bombing raid or you can split them
between both actions if you have more than one bomber attacking. For the
bombers that are attacking enemy combat units, gameplay proceeds as normal
for combat. Bombers involved in strategic bombing continue the following
steps:
3) If your enemy has an AA Gun there, it is fired now. The strategic
bombing window will let you know how many bombers were shot down.
4) For every bomber that survives the AA Gun fires the enemy will lose one
to six IPC's. The amount of IPC's lost is shown in the strategic bombing
window. This is the penalty incurred when a bomber strikes an industry.
Remember, industries are never destroyed or removed or removed from the
map.
*^-SUMMARISED-^*
¤ If the attacker retreats, the defender holds the territory.
¤ If attacker and defender are both destroyed, the defender holds the
territory.
¤ If the defender is destroyed, the attacker captures the territory.
¤ If the attacker is destroyed, the defender holds the territory.
Your national production level increases if the territory you have occupied
is worth any IPC's. If you attack and occupy a territory with an AA Gun
and/or an industry they will remain there, but now they serve the one who
attacked. You cannot produce new units from a newly captured industry, you
will have to wait one more round for that.
If the captured territory was owned by a member of your alliance at the
beginning of the game, you are not considered the owner even though you
attacked successfully. You are the liberator only, but the income and the
territory's colour goes to the original owner.
EXCEPTION: If the original owner's capital is in enemy hands at the
time of such a liberation, the liberator collects the income value of the
newly captured territory and can use an industrial complex there until the
original owner's capital is liberated (at which time, the production levels
would be readjusted)!
A territory must be captured by land units which mean infantry or armour or
both of them. Only air units cannot capture a territory! Even if there are
no enemy units left in the territory and you have won the battle and has a
fighter left, you cannot capture it because landing is impossible in newly
captured territories.
<----Part IV---->
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
##4. NON-COMBAT MOVEMENT .4##
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Now it is time to move your units without combat. This is some ways units
can be moved:
- You can move your units to your own or your allied territories even if
they are occupied or controlled. You cannot move your units to enemy
controlled territories this time. Neutral territories are also "illegal
moves" now. You can move your AA gun to a friendly territory now and that
might be a good thing to do if you own "Rockets" so you can fire towards an
enemy industry. You must be as close as 3 territories from the target.
- Air units are able to fly over all territories except neutral ones.
However you cannot land on enemy controlled or occupied territories and you
cannot land on newly captured territories. Fighters might want to land on
carriers and you can land on your own carriers and friendly carriers also.
- You can now move your naval units into sea zones that have no enemy units
in. You can move your transports to friendly coastal territories and drop
your cargo if you want.
<-----Part V----->
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
##5. PLACE PURCHASED UNITS .5##
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
The units you bought in the Weapons Development/Purchase Units action
sequence must now be placed on the map.
This is what you must do:
- The land units you bought must be placed on a land territory
with an industry. Note that you must have own the territory before
this round, not in just-captured territories.
- The naval units you bought should be placed in a sea zone beside
a territory with an industry.
- If you have purchased a new industry you can put it anywhere you
want if the territory is controlled by you and you must have own the
territory for at least one complete round. You can only have one
industry per territory.
If you have bought an industry on a territory worth 3 IPC's like French
Indo-China, you can only place 3 units per round there.
If you for example buy a submarine, but you have lost your industry (ies)
near a sea zone, you cannot place the unit and it will be count as a
casualty.
You cannot place your units in one of you alliance member(s)'s territories
with an industry! You cannot place your units in a newly captured industry!
EXCEPTION: You can use an industry in an ally's territory that you
liberated if the capital of this ally is in enemy hands at the beginning of
your turn.
<------Part VI------>
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
##6. COLLECT INCOME .6##
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
This is the final action sequence for your turn and it is now you receive
your economical income. The more territories you have captured, the more
IPC's you'll get.
- You cannot loan or give IPC's to any member of your alliance.
- You cannot collect any income if you capital is under enemy
controlled.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
######################
##(6) GAME RULES (6)##
######################
Capture 2 Capitals - You must capture 2 of the three allied capitals to
win.
Total Victory - Totally victory is achieved when 2 enemy capitals are under
your control and the 2 capitals of the Axis are still under your command.
World Domination - Every land territory must be under your command
(excluding neutral territories). However, you don't have to defeat every
single unit to win.
IPC Victory - The Axis starts with 57 IPC's and if you get 27 more IPC's
you'll win. (You can change the number of winning IPC's as you wish)
2nd Edition - The 2nd Edition rules have the following areas different than
the 3rd Edition rules: 1) Land units are allowed to land into
Western Canada from Eastern Canada sea zone. 2) Defending submarines
are not allowed to submerge during combat. 3) New naval units cannot be
placed in contested sea zones. 4) Attacking air units cannot retreat from
an amphibious assault.
3rd Edition - The 3rd Edition rules have the following areas different than
the 2nd Edition rules: 1) Land units are not allowed to land into Western
Canada from Eastern Canada sea zone. 2) Defending submarines are allowed to
submerge during combat. 3) New naval units can be placed in contested sea
zones. 4) Attacking air units can retreat from an amphibious assault.
East/West Canada - Allows a player to land units directly into the
territory of Western Canada from Eastern Canada sea zone.
Submerge - You can submerge during combat even if you're defending with
your submarines and they will surface during the defensive player's next
round.
Naval Occupation - This will let you place naval units in sea zones with
enemy units adjacent to a territory with an industry that you own.
Aerial Retreat - This rule let you retreat with your air units from an
amphibious assault.
Paratroopers - Now you can use your bombers as transport planes to. Each
bomber can carry one infantry unit, but the bombers lose their bombing
ability when transporting an infantry unit.
Scorched Earth - When a hostile country invades a territory with an AA Gun
and an industry, you can choose to burn them.
No Weapons Development - In the first action sequence (Weapons
Development/Purchase Units), you won't be able to do any Weapons
Development.
No New Industry - You can't buy any new industries.
Kamikazes - Allow you to attack with fighters and bombers even when they
can't land anywhere. If you make such an attack, the plane(s) will lose
fuel and crash.
One Panama Sea Zone - The two surrounding seas around Panama will now be
one sea zone.
Axis Advantage - The Axis gets better weapons. Germany gets Jet Power and
has upgraded fighters before the game has started and the Empire of Japan
now has Super Subs.
USSR Restricted - This rule won't let Russia to attack the first round.
Always Active AA Gun - The AA guns will shot whenever a hostile air unit
fly over it, even if it is not the Combat move.
Two Hit Battleship - Now your battleship can take two hits before it sinks.
- - - - - - - -
| PREFERENCES |
- - - - - - - -
Quick AI - The computer's moves are not displayed on the screen, only the
results. The feature speeds up the gameplay for the user. This option is
not available in Multiplayer games.
Cinematics - If you toggle this on, you will se some movies when you
attacking with submarines, using bombers in combat, when coastal bombarding
and when you get Industrial Technology.
Newspaper - A Newspaper is displayed at the end of each round depicting
major event, which happened during the round. Additionally it provides the
player(s) with some graphics and statistics on the overall game.
Text on Map - All territories will have its name displayed and how many
IPC's it is worth.
Standard Roll - The game displays an animation of dice rolling before the
results are shown.
Quick Roll - No animation of dice is displayed, only the results are given.
Scroll Rate - Change scroll rates here!
Music Volume - Common, I don't have to explain this!
Sound Volume - Change how loud your sound volume (Explosions) will be.
- - - - - - - -
| TIME MACHINE |
- - - - - - - -
There is a time machine which allows you to go back to previous rounds. You
can move backwards or forwards (up to the furthest point that you have
played) through the game. You can move by phase, turn, or round. If you
click on "Play" you start the game from there.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
###################################
## (7) EACH UNIT'S ABILITIES (7) ##
###################################
::::::::::::::
:: Infantry ::
::::::::::::::
Movement capability: 1 space
Moveable on: Land only, but can be transported with transports on sea and
if the rule for "Paratroopers" is tagged on they also can be transported in
the air by bombers.
Attack Value: 1
Defend Value: 2
Other abilities: Infantries can be loaded on transports (2 per transport)
and be a part of amphibious assaults.
::::::::::::
:: Armour ::
::::::::::::
Movement capability: 2 spaces
Moveable on: Land only, but can be transported with transports on sea
Attack Value: 3
Defend Value: 2
Other abilities: During a combat move, armour units possess a special
movement known as a "Blitz" move. A " Blitz" move occurs when the armour
units first move into an enemy controlled but unoccupied territory. The
armour unit then continues onto a second territory that is either enemy
controlled/occupied, friendly or neutral. However an armour unit cannot
"Blitz" when the first territory entered is either enemy-occupied or
neutral. Armour can also be loaded on transports (1 per transport) and be a
part of amphibious assaults.
Movement capability: 1 space
Moveable on: Land only, but can be transported with transports on sea
Attack Value: 0 (They cannot attack)
Defend Value: 1 (Only on aircrafts)
Other abilities: When air units attack and there is an anti-aircraft gun in
the territory, the AA gun will fire only against the aircrafts even if land
units are involved in the battle. When they shot, the aircrafts cannot
counterattack. If a plane is hit, it will be removed as a casualty and
won't be able to shot.
An AA gun can be loaded by transports and brought out on the sea and
unloaded on islands or other friendly territories, but they CANNOT
participate in amphibious assaults.
Anti-aircraft guns can never be destroyed if you haven't activated the
"Scorched Earth" rule.
::::::::::::::
:: Industry ::
::::::::::::::
Movement capability: 0 spaces
Moveable on: Land only
Attack Value: 0
Defend Value: 0
Other abilities: Industries produces new units even what type of units it
is. You can only place new units where you have an industry. Without
industries you cannot produce new units! An industry you own can only be
used by you and not by other members of your alliance.
You cannot move industries and they cannot be destroyed unless you
haven't activated the "Scorched Earth" rule.
:::::::::::::
:: Fighter ::
:::::::::::::
Movement capability: 4 spaces
Moveable on: Land, air and sea
Attack Value: 3
Defend Value: 4
Other abilities: Can land 2 fighters on a carrier. Can fly over territories
other units can't cross and fighters has a great defensive value. Use other
cheaper units to sacrifice when you're attacking because if you lose too
many fighters it will cost you a lots of IPC's.
::::::::::::
:: Bomber ::
::::::::::::
Movement capability: 6 spaces(!)
Moveable on: Land, air and sea
Attack Value: 4
Defend Value: 1
Other abilities: Bombers special ability is to use strategic bombing raids
against enemy industries and lower their economical production. However you
must remember that the enemy might have an AA gun in the territory. Bombers
are the only unit that can use strategic bombing, attack naval units and
attack ground units.
If the "Paratrooper" rule is toggled on you can use bombers to carry
infantry units (1 infantry per bomber), but the bombers loose their bombing
ability for that round.
Bombers aren't good for defence and NEVER LEAVE A BOMBER UNPROTECTED or
badly protected!
Movement capability: 2 spaces
Moveable on: Sea only
Attack Value: 4
Defend Value: 4
Other abilities: The game's strongest unit is the battleship which is great
both for defence and for attacking. However battleships are really
expensive (24 IPC's!), but if you have the "2 Hit Battleships" tagged on
you will find them even more dangerous and if you have some submarines and
transports surrounding the battleship you have some cheap cannonfodder.
Battleships can attack land and air units too and with its special
"One-shot support attack" in amphibious assaults make battleships really
useful.
:::::::::::::
:: Carrier ::
:::::::::::::
Movement capability: 2 spaces
Moveable on: Sea only
Attack Value: 1
Defend Value: 3
Other abilities: Can carry 2 fighters. This is, with 2 fighters on, the
game's most dangerous unit in defence. If you chose to attack a carrier
with 2 fighters you should have overwhelming forces because otherwise you
will be in trouble. This is one of the game's best and most useful units.
:::::::::::::::
:: Transport ::
:::::::::::::::
Movement capability: 2 spaces
Moveable on: Sea only
Attack Value: 0
Defend Value: 1
Other abilities: This is the only unit that can carry other units
(Exception: If you have the "Paratroopers" rule tagged on you can use
bombers to carry infantries.) and they are excellent for bridging. For
countries like UK, Japan and USA are transports important for the survive
of the country. A transport can carry 2 infantries or 1 tank or 1 AA gun.
Transports are excellent to use as cannonfodder.
:::::::::::::::
:: Submarine ::
:::::::::::::::
Movement capability: 2 spaces
Moveable on: Sea only
Attack Value: 2
Defend Value: 2
Other abilities: Submarines are the only units that can retreat while
defending. If other sea zones around the battle are occupied by enemy
forces you can also chose to submerge. The submarine will surface again
when your turn is over. Attacking submarines have the same options too.
An attacking submarine is really dangerous and they can defeat a
battleship without letting it fire once. When a submarine hit another unit
it will be placed as a casualty and cannot counterattack.
A submarine cannot fire at air units!
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
############################
## (8) BASIC TRAINING (8) ##
############################
- All land units have the ability to move either during the Combat
Movement phase or the Non-combat Movement phase but not both.
- During the combat movement phase, all movement must be into a
land territory that is either enemy occupied or controlled.
- Infantry units can move one adjacent territory while armour
units are capable of moving either one or two territories.
- During a combat move, armour units possess a special movement
known as a "Blitz" move.
- A " Blitz" move occurs when the armour units first move into an
enemy controlled but unoccupied territory.
- The armour unit then continues onto a second territory that is
either enemy controlled/occupied, friendly or neutral.
- However an armour unit cannot "Blitz" when the first territory
entered is either enemy-occupied or neutral. Instead this is
considered a regular Combat move not a blitzing tactic.
- During combat resolution, the first territory automatically
changes ownership to that of the blitzing country.
- Non-combat movement follows the combat resolution. During this
phase any or all land units that did not participate in combat
movement are permitted to move.
- All movement is restricted to moving into friendly territories
that are occupied or unoccupied. Units are PROHIBITED from moving
into an enemy-occupied/controlled or neutral territory.
- Finally, AA guns are permitted to move one adjacent territory
during this phase.
- All sea units have the ability to move either during the Combat
Movement phase or the Non-combat Movement phase but not both.
- All sea units can move either one or two adjacent sea zones. In
a two zones move, the first zone entered by the sea unit must be
unoccupied or occupied by friendly units.
- If the first sea zone is occupied by enemy units, the moving
unit is prohibited from any further movement. It will be required to
engage in battle.
- A transport is a special naval unit that carries land units from
one coastal or island territory to another.
- Each transport is capable of carrying up to 2 infantry units or
an armour unit, or 1 AA gun.
- A transport can load cargo, move one or two sea zones, and
unload the cargo all in the same move.
- Furthermore the cargo can be loaded BEFORE, DURING or AFTER the
transports moves. For example, a transport loads an infantry from one
territory.
- Next, it moves to another one sea zone and lends a second
infantry unit.
- Finally it moves to a second sea zone and unloads both infantry
units all in the same move.
- Note a transport is never required to unload its cargo. Instead
it could move up to two sea zones and remain at sea with its cargo
onboard.
- However once a transport unloads, its move is over.
- Finally a transport can load and unload units without moving
from its sea zone by using a technique known as "bridging".
- For example, a transport in the zone surrounding the United
Kingdom could transport 1 infantry from the U.K. to Finland/Norway.
- The same transport could then transport another infantry from
the U.K. to Western Europe.
- Another specialized naval unit is the aircraft carrier. It
possesses the ability to carry a maximum of 2 fighters.
- Like all naval units, aircraft carriers possess a maximum
movement allowance of two sea zones.
- Whenever a loaded aircraft carrier moves, a common mistake is to
assume the fighters automatically accompany it.
- However this is not the case. The fighters will remain in the
original sea zone. To remain with the aircraft carrier they would
have to use their own movement.
- All air units (fighters and bombers) have the ability to move
during both the Combat Movement phase and Non-combat phase.
- All fighters possess a maximum range of four adjacent spaces.
- For example, a fighter could fly from the Hawaiian Islands to
the Hawaiian Islands sea zone.
- Next, it moves from the Hawaiian sea zone to the Solomon Island
sea zone.
- It continues by moving from the Solomon sea zone into the sea
zone adjacent to the Australian coast.
- Finally it finishes by landing in Australia.
- The bomber's maximum range is six adjacent spaces.
- For example, a bomber could fly from Alaska to Australia.
- During the Combat Movement phase, air units may use any portion
of their movement to conduct attacks provided that they are capable
of reaching a friendly landing area during the Non-combat Movement
phase.
- Air units are prohibited from landing in a territory captured on
the same turn.
- For example, a fighter flies from the United Kingdom to the
North Sea sea zone.
- For its second move, it flies into enemy-occupied Western
Europe.
- The fighter then moves into Germany and attack along with ground
units.
- During the Non-combat movement phase, the fighter is prevented
from landing in Germany, instead it lands in the British controlled
Southern Europe.
- Finally, fighters have the ability to land on aircraft carriers.
A maximum of two fighters may land on any one carrier. Bombers must
land on a friendly island or land territory.
- In Axis & Allies the key to victory is capturing territories. By
capturing enemy territories you increase your production capacity
while diminishing your enemy's.
- To capture an enemy-controlled but unoccupied territory simply
move a ground unit into the territory during the Combat Movement.
- During combat resolution the territory's control automatically
changes according to whether the territory is considered captured or
liberated.
- The territory is considered LIBERATED if it was originally owned
by an alliance member. The territory would then revert back to the
original member's control.
- A territory is considered CAPTURED if it was originally owned by
an enemy country.
- Capturing an enemy-occupied territory required the attacker to
eliminate all of the defending units and have at least one surviving
ground unit.
- NOTE: Territories CANNOT be captured by air units only.
- If the attack is successful, the territory is either liberated
or conquered.
- An amphibious assault is an attack on an enemy coastal territory
or island by units that have been moved there by transports.
- The first step in conducting an amphibious assault is to load a
transport into the sea territory adjacent to the desired island or
coastal territory.
- Accompany the transport with one or more battleships. Simply
move a battleship into the same sea territory as the transport.
- Prior to leaving the Combat Movement phase, unload the land
units from the transport to the desired island/coastal territory.
- During the combat resolution phase, each battleship is granted a
special firing privilege called a "one-shot support attack".
Essentially every battleship fires once at any enemy units defending
the territory.
- The land is resolved like any other battle with the exception
that the attacking land units lose their option to retreat. They must
win or die trying.
- It should be noted that if a naval battle occurs within the sea
territory then the battleship(s) cannot exercise their special "one-
shot support attack".
#######################################
## (9) MY RECOMMENDED STRATEGIES (9) ##
#######################################
¤ Russia ¤
The most important for Russia is just to survive! It will take some rounds
before United Kingdom and USA are able to send help to Russia. When all 3
members of the Allies have stopped the Axis advance you shall start
attacking Germany with your major forces.
-Purchasing Units-
I strongly recommend you to not try Weapons Development. Your purchases the
first 3 or 4 rounds should be only infantries. After that when you
(hopefully) have a stronger defence you should buy 1 or 2 tanks to get some
offensive power. If you are once again on the brink of collapse you must
buy only infantries again.
- Combat Moves-
1. The major objective for Russia is to maintain control of Karelia. You
must defend it well, otherwise you'll probably lose. You must bring down
German offensive power to lower the pressure on Karelia. I prefer attacking
Finland/Norway. I suggest you grab all tanks you've got and throw them into
Finland/Norway along with the 3 infantry units in Karelia. Russia's 2
fighters should also join the combat in Finland/Norway.
2. Now, take your submarine and transport and let them go to Baltic Sea to
fight the German submarine and transport. Use the transport as
cannonfodder.
- Non-Combat Moves -
Move 4 of your 5 infantry units in Caucasus to defend Karelia. Move 2 of
your infantry units from Russia to Karelia and the other 2 to Novosibirsk.
The infantry units in Evenki Nat'l Okrug must be moved to Yakut SSR and
move one of the infantry units and the tank from Soviet Far East to Yakut
SSR. Do not under any circumstances attack Manchuria with all units in
Yakut SSR. Those units are your defensive stronghold against Japan and you
can't count on reinforcements every round because the German threat is
bigger than the Japanese threat from the beginning. However will the
Japanese probably get stronger for every round and maybe be a more danger
threat than Germany later on. But now, remember to focus on Germany. Move
your 2 fighters from Finland/Norway to Karelia.
- Place Units -
Place 7 infantries in Karelia and the last one in Russia.
- SUMMARISED -
My strategy with Russia is defence. Let UK and USA handle the attacking
part. I will explain it later after my strategy for USA.
¤ Germany ¤
Germany must be aggressive and quickly bring down Russia.
- Purchasing Units -
If you really really want to try Weapons Development you may do so.
Germany starts with 32 IPC's so you still have IPC's left if you make some
tries. If you skip the Weapons Development part, you should buy 9
infantries and 1 armour in the first round.
- Combat Moves -
1. If Russia has a weak defence in Karelia you might want to attack
it, but always look on the surrounding areas and make sure it won't
be a trap! If the defence is weak you should attack Karelia with as
few units as possible.
2. If you have both naval units left in the Baltic Sea you should
attack the British fleet in the North Sea with your submarine and put
2 infantries in the transport and counterattack on Finland/Norway.
Use 1 or 2 fighters as a support for the counterattack and 1 fighter
and the bomber to attack the North Sea.
3. The submarine in N.E.Atlantic should be moved to the British
battleship near Gibraltar. Use a fighter to help the submarine. If
you have the "2 Hit Battleship" rule you will need to attack with
more fighters in both naval combats, but the counterattack on
Finland/Norway might be cancelled then.
4. Take the infantry unit in Algeria and occupy French West Africa.
The tank in Libya should be moved to Anglo-Egypt Sudan through French
Equatorial Africa. Take the tank in Southern Europe and place it in
the transport and unload it in the Anglo-Egypt Sudan sea zone. To
defeat the British submarine there you must bring your battleship to
that combat.
- Non-Combat Movements -
Move one of your fighters into Western Europe, two into Eastern Europe and
the remaining fighters you should move to Germany. Move the bomber into
Germany. In Ukraine SSR you now move 2 of your infantries and all armour
there to Eastern Europe. The infantries in Southern Europe should be moved
to Western Europe and the tanks in Western Europe should be moved to
Eastern Europe. The infantry and armour that is left in Germany should be
moved to Eastern Europe to.
- Place Units -
Place 2 infantry units into Southern Europe and the rest into Germany along
with the tank.
- SUMMARISED -
It is not necessary to control North Sea, but if you have enough fighters
you may want to remain the master of North Sea. My advice is to defeat the
British fleet in the first round and then let it be for a couple of rounds.
You should start to attack the British fleet if you have defeated Russia or
have control of every territory in Africa worth any IPC's and you must be
sure that Russia won't break through your defensive line. It is possible to
combine sinking the British fleet and defeating Russia at the same time. Of
course it is better to start defeating one nation and not two or three at
the same time.
If you want to capture United Kingdom first you have to buy an industry
and place it in Western Europe so you can launch submarines directly to the
North Sea. You must buy at least two submarines per round and maybe some
aircraft, but beware of Russian attacks on Eastern Europe so you must be
sure that your defensive line holds. When you maintain the control of North
Sea you should move your battleship and transport carefully to the North
Sea and build a larger fleet. Make sure that UK doesn't have too many air
units to attack you. Build up your fleet and buy infantries for the rest of
the IPC's. When UK is down you might want to attack USA with your mighty
fleet before you attack Russia. Always take a look towards Eastern USA and
check if their defence is good enough to defeat your units, if it's not,
attack!
The first strategy to attack and defeat Russia is the most common
strategy and if you aren't an experienced Axis & Allies gamer you should
use that kind of strategy. To defeat UK first is much harder than Russia
and you must always have an eye towards Russia so they don't smash through
your lines when you're attacking UK or USA.
¤ United Kingdom ¤
UK must remain her control of North Sea and Africa.
- Purchase Units -
It depends on whether your naval units are alive or not. Let's say that
Germany smashed your navy, you must quickly buy a new one. Buy a transport,
a carrier and an infantry. If you still have a battleship and a transport
left I suggest you buy a new battleship and 2 infantries (only if the "2
Hit Battleship" rule is tagged on.). If the rule is tagged of, you should
buy the same as I wrote first. If your fleet are intact and you want to do
something towards Japan you should buy a transport, an industry and 2
infantries. But buying an industry I only recommend to experienced player.
- Combat Moves -
</pre><pre id="faqspan-3">
If you didn't buy new naval units you should attack the African West Coast
with a tank and a battleship to bomb the coast. If you bought new naval
units I suggest you take the remaining naval units to the North Sea and
attack Finland/Norway or Western Europe if their defence is weaker than
your attacking units.
If your fleet is completely destroyed by Germany you must use your
bomber and use strategic bombing towards Germany or Southern Europe.
- Non-Combat Moves -
Move your transport in the Sea of Bengal to the Australian West coast. Move
your infantry in Syria/Iraq to Persia. Move all naval units to North Sea if
you have bought any new naval units and have not attacked. If you have used
your fighters I suggest you land on of them in Karelia or Russia and the
other one into United Kingdom . Your bomber should also be moved to United
Kingdom.
If you have bought a new industry you should do everything that I have
wrote except moving the transport in the Bay of Bengal. Let it be there so
Japan is disturbed and have a harder time to attack from the sea. If you
want to place your new industry on Australia you should move your transport
to Australia's west coast.
- Place Units -
Place all units on United Kingdom or North Sea and if you have bought a new
industry you should put it in either India or Australia.
- SUMMARISED -
UK can chose to attack only Japan or only Germany. They can't afford
attacking both at the same time from the beginning. Attack one of them and
if you are inexperienced I suggest you attack Germany and build up a large
fleet. Africa has a key roll for UK and you must be sure that you'll get it
back. If UK doesn't attack it, USA may want to do it. Even if USA capture
all African territories most of the IPC's goes to UK. Co-operation is the
best way to gain victory!
¤ Japan ¤
Japan must attack Russia from its back.
- Purchase Units -
Japan needs a new industry and you should buy one in the first round. Then
I suggest you buy 3 infantry units or a submarine.
- Combat Moves -
Now you can choose to attack "Pearl Harbor" or just ignore it and let your
other naval units do something other useful. If you choose to attack you
should attack with the submarine, the carrier with two fighters, both
battleships, the bomber and take 2 infantries into the transport in Sea of
Japan and let them try to capture Hawaiian Islands. Your land units on
French Indo-China shall be moved to Sinkiang along with the fighter from
same territory. The two infantry units in Kwangtung should be moved to
China along with two more infantry unit from Manchuria and the fighters
from Manchuria and Japan. If you want to attack the American navy in
Central Pacific I suggest you only do so if the "2 Hit Battleship" rule is
tagged ON.
If you choose to not attack the American fleet in Central Pacific you
should take two infantry units on Japan and put them in a transport and
unload them in Soviet Far East. Use the battleship for coastal
bombardments. Attack with the same units as before in Sinkiang. Now, take
your two infantries in Kwangtung and attack China along with two more
infantry units from Manchuria and the fighter from the same territory and
fly the bomber to China also. If Yakut SSR is just hold by one infantry you
should attack with the last infantry unit in Manchuria and the fighter from
Japan.
If the Russian defence in Yakut SSR is really strong I suggest you to
skip the attack of Sinkiang and just attack China. If you do so you should
take both infantry units from both French Indo-China and Kwangtung and
attack China with every available air unit.
- Non-Combat Moves -
Move one fighter to French Indo-China, one fighter on the carrier and the
rest to Manchuria and/or Japan. If your attack on Pearl Harbor succeeded
you should have 2 fighters on the carrier. If you didn't attack you should
move all remaining naval units to the Sea of Japan except the transport
which you should load the two infantry units on Philippine and unload them
in French Indo-China. You may want to protect with your carrier.
- Place Units -
Place your industry in French Indo-China and the remaining units on Japan
or the Sea of Japan.
- SUMMARISED -
Japan must invade the Asian mainland and push Russia from Manchuria and
from the south to lower the pressure on Germany. I only attack the American
fleet in Central Pacific if the "2 Hit Battleship" rule is activated. If
you capture many territories on the Asian mainland you are able to attack
both Russia and USA, but I only recommend this strategy for experienced
players. Japan can also help Germany hold Africa or send fighters to
Germany. As I have said before: Co-operation is the best way to gain
victory!
¤ United States of America ¤
USA must help Russia and still have the Japanese fleet under control.
- Purchase Units -
USA is the only country that can really try Weapons Development in the
first round. You may do so if you want, but if Japan has attacked Pearl
Harbor again you really need every IPC you've got. If the Japanese did not
attack Pearl Harbor you should buy a new fighter, two infantry units, one
submarine and one transport.
If the Japanese did attack and succeeded you should buy a new carrier,
a new submarine and three infantries.
- Combat Moves -
If UK are in trouble and need American fighters on her carrier you must
decide to not attack the Japanese navy in Central Pacific. If UK doesn't
need any help, attack the Japanese navy with the battleship and transport
in N.E.Central Pacific, the fighters and the bomber on the American
mainland. If Japan hasn't attacked or failed the attacks on China and
Kwangtung is badly defended you might want to attack it. Last you should
take the tank in Eastern USA and load it on the transport and unload it in
French West Africa.
- Non-Combat Moves -
Move your remaining fighter to Hawaiian Islands or Western USA if it can
reach it. Move the bomber to Western USA to. If you didn't attack or didn't
have to attack the Japanese fleet and UK have a carrier, land your fighters
on that carrier. If your fighter in China still exists you should move it
from there and land it in Novosibirsk or India. Move your two infantries in
Western USA to Western Canada.
- Place Units -
Place your carrier and submarine in N.E.Central Pacific and the three
infantries in Western USA if you have purchased them.
If you purchased my other suggestion you should place the fighter in
Western USA, the infantries in Western USA too, the submarine and transport
in N.E.Central Pacific.
- SUMMARISED -
USA must first of all take control of Africa and her part of the Pacific.
After a couple of round you must buy more transports and help out Russia
with flooding infantries and tanks to Finland/Norway when some of the
Allies nation's own it. USA don't have a specific roll as UK and Russia
have, USA must help them to achieve victory.
¤ SUMMARISING THE AXIS STRATEGY ¤
Both Germany and Japan must attack to lower the income of the Allies. You
must attack Russia from both sides and Africa is a key point for Germany
and Japan's key point is the Asian mainland.
¤ SUMMARISING THE ALLIES STRATEGY ¤
Russia must survive until UK's and USA's reinforcements arrive and that may
take a couple of rounds and Japan will probably attack Russia from behind.
Especially USA must help and if you can't send land units to Russia you
must send fighters and bombers. Strategic bombing on Germany is a good
strategy for the Allies. Just make sure that Japan won't attack USA and
crush her navy. The Allies must help each other and co-operation is more
important than ever.
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## (10) Other people's thoughts (10) ##
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I asked this question on the Axis & Allies board at GameFAQs 15/8 2005 with
the permission to put their thoughts here by following users
haloandsplintercell, Fanatic, Jermofoot.
Which nation do you believe is the most powerful in Axis & Allies?
This is what member "haloandsplintercell" wrote:
Posted: 8/20/2005 2:30:22 PM
"I believe Germany is. At the start she holds a respectable amount of IPCs,
she is in a prime position to strike both U.K. and U.S.S.R., and has the
strongest military at the start. Of course one can argue that her closeness
to the Allies can cause her to be invaded easily."
This is what member "Fanatic" wrote:
Posted: 8/31/2005 5:59:49 PM
"Japan. Although Germany starts off with vast amounts of material, it's
proximity to England and Russia mean that it has to use all the material
right away to gain territory or get outproduced by those two allies. If
America jumps in, the pressure on Germany to win quickly goes up
dramatically. I've never seen Germany do well in a long game.
Japan, on the otherhand, is far away from any major allied industry and the
only allied power able to immediately contend with it on the mainland is
Russia, and every Russian player I have ever seen tends to regard Germany
as the biggest threat the first three turns. Also, if England puts a
complex on India, Japan has the capabillty of assualting it on the very
first turn. This means that Japan can have a field day on the mainland,
knowing it will take the US several turns to challenge Japan's navy and
army.
Russia lacks income, US lacks position, and England... Well, England's
income is anything but secure."
Posted: 8/31/2005 6:20:14 PM
"Btw, this game has major balance problems. Without Russia restricted, and
early Russian attack on Germany usually cripples its offense and leads to a
tank war. Russian fighters can (usually) sink German subs and the Russian
Sub (I believe, its been a while) can join in. Russia might lose a fighter
out of the deal (or both), but without those two subs, Germany will find it
nearly impossible to sink the British fleet in the north without
sacrificing the entire airforce.
On the otherhand, Russia Restricted gives Germany a huge advantage. I have
yet to see a fool proof strategy for defeating the "Axis Blitz" on Russia
Restricted. Basically, the blitz is when Germany ignores England entirely
and throws everything it has into Karelia, and builds all tanks (Or, if
Russia abandons Karelia, Germany just throws in enough to take it and hits
England with it's airforce/subforce). Even if Russia counterattacks and
retakes Karelia, the fresh German troops can take it back again, only this
time Russia will have a hard time liberating it. Meanwhile, Japan also goes
all out for Russian troops, even to the point of launching suicide attacks
to diminish Russian troops in the East. Combined, Japan and Germany can
usually cripple Russian in two turns, take it in three or four, and then
fight the two remaining allies in a long game.
Trust me, even if Russia moves everything it can into Karelia, Germany can
STILL take it on the first turn if it throws in EVERYTHING it can, and if
Russia does this, they'll probably lose in 3 rounds, or two if Germany got
good rolls."
This is what member "Jermofoot" wrote:
9/20/2005 2:13:36 AM
"I've been playing a lot of the board game lately, and have been thinking
non-stop about it. I've developed some interesting strategies and ideas,
and have come to a few conclusions about the game considering the opinions
I'd heard about it (game is imbalanced in favor of the Allies, you must do
Pearl Harbor if you are Japan, etc.).
I don't know what you define as powerful, but I'd say in starting military
strength, it's Germany. Japan is nested with no threats, and is almost as
strong. The U.S. is the economic powerhouse, but isolated. U.K. is pretty
even, but too spread out. Honestly, though, the key to the game isn't
Russia, it's Japan, so I'd have to say that Japan is the most powerful in
overall terms.
As far as being balanced, I think the game is perfectly balanced,
especially with experienced players (although some scientist wrote that to
even the game Germany should get 4 subs and Japan 4 transports - BS).
That's why adding any slight rule change can make drastic results (e.g. 2-
hit battleship). What sucks is that there aren't a lot of options when it
comes to actions, and variance in the game comes from individual strategies
and luck. Personally, I enjoy using some pretty "standard" house rules: 2-
hit battleship, Russia can't attack first round (it balances turn
placement), using arty and destroyers from A&A:E. Russia can attack first
turn, and it doesn't matter; if Japan does what it needs to do, then there
won't be a problem."
Finally, this is what I (Ernst Stavro Blofeld) wrote:
Posted: 8/20/2005 10:58:32 PM
"I'd say Japan is the strongest nation. Japan has by far the strongest navy
in the world and possesses a large air force. However they do not have so
much ground units to advance through Asia or Russia, but with an industry
or two and loading on new troops from Japan with the help from transport
ships they can easily conquer the entire Asian mainland.
The American navy can be defeated quickly and then the only threat is
Russia or a British factory, but the German threat is around them and to
stop Japan is really hard."
Axis & Allies is a round-based strategy game based upon World War II. It
was released in September 1998 to the PC but it is based on a board game
from Milton Bradley released many years before the PC version.
Graphics: 6 / 10
If you have played the Axis & Allies board game or the Risk board game you
know what you get because the graphics are as good as it is in those board
games. Some animated scenes will also occur depending on which you unit you
attack with or what you attack. Those scenes represent the best of the
game's graphics. It seems that Hasbro just have taken some photos of the
board game and put them in the PC game. It works, but they could have made
it much, much better.
American territories are green, Russian territories are red, Japanese
territories are yellow, UK territories are brown and German territories are
grey. If Germany captures a UK territory it will change from brown to grey
colour on the territory. The combat display is very much like the board
game combat except that the units in the PC game will explode and they also
fire at each other. The graphics is far from impressing and could have been
done much, much better.
Sound: 4 / 10
Every nation of the 5 playable has their own anthem. These anthems play
over and over again and after a while you get tired of hearing these songs.
They could have made more songs and not just parade songs that are mostly
common in this game. However the themes represent each country's
background. The sound effects are ok, but they are few and basically only
explosions.
Game play: 9/10
This is Axis & Allies best part. You can control any of the 3 allied
nations and any of the 2 axis powers. The objective is to defeat your
opponents by capturing their capitals or by conquer as many IPC's as the
amount of winning IPC's are tagged to. The IPC's is short for "Industrial
Product Certificate" and every ground territory has an IPC value from 0 to
12.
The dice will lead you through the battles and you might have incredible
luck as well as incredible bad luck. The battles can be fought by ground,
naval and air units. It is possible to upgrade your war machine with better
weapons or cheaper prices via the "Weapons development" phase. You can play
offline versus the AI, but the AI is extremely easy to defeat. You just
can't lose! You can play online as well over the Internet or LAN.
Replay value: 8/10
You don't have to waste time placing unit's on the board and wait a long
time for your opponents turn to finish with Axis & Allies. If you play
online you can choose to have a timer that ends the other persons turn if
the time runs out even if that person isn't finished. A game that would
take 5 hours on the board game now takes half the time. I rather find
someone to play with than play against the AI because there is no challenge
at all in playing against it. Sometimes I drop the prices for the AI by 3
times lower than the original cost, but even then I win. Play online and I
guarantee that you will play the game over and over again.
Overall: 6.75/10 = 7/10
Even though it just managed a 7 I find this game truly great. I have spent
probably several hundreds of hours playing this game over the years and
still I keep on playing. It has a lot of bugs and glitches, but it is still
a great game. If you like the board game you are going to like the PC game.
First of all I must thank Hasbro Interactive for the creation of the board
game conversion of Axis & Allies to PC. I must also thank Milton Bradley
for the creation of the original board game.
I also have to thank the following GameFAQs members, haloandsplintercell,
Fanatic, Jermofoot, for letting me print their opinions here.
I have to thank myself for making this Strategy Guide.
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## (13) Legal Info (13) ##
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This FAQ/Strategy Guide is made by Joakim Danielsson aka Ernst Stavro
Blofeld and is protected by copyright law. You may save it and print it,
but not sell it, put it on another homepage or give it away to other
people. Personal use only, and if you print it, this section must be
included in the printing. Have a great time using this guide!