8

Asking "preferred strategy" questions opens the door to individual opinion. I will try to avoid this by employing simple mathematics. "Germany First" is the most logical path to choose, but not by ignoring the Pacific theatre. The U.S. can typically build with impunity during the entire game, outside of the reach of German or Japanese strength. Once a ...


7

The game map does NOT emulate correctly the historical distances! Therefore it is far more feasible in the game to bring allied troops/equipment through Norway to Russia than it would in reality. E.g. unlike in the boardgame historically allied operations in Norway had no land-based fighter support coverage. The germans capitalized on it ensuring their ...


7

The standard way to create balance in Axis & Allies is to use secret bidding. For example, bid an amount of money that Germany would get extra at the start of the first round of the game (the one bidding lowest gets to play Germany). For example, two players bid in secret. Player A bids 20 and player B bids 25. This means Player A gets to play the ...


5

The defending Fighters are always considered to be in the air. From the rule book, under Unit Profiles (emphasis mine) Fighters - [...] A fighter based on a defending carrier must land on the same carrier if possible after the battle. If that carrier is destroyed in combat, the fighter must try to land elsewhere. It must land on a different friendly carrier ...


5

The fighters are considered, for the purpose of the game, to already be in the air, so the surprise strike will not put the fighters behind the casualty line. At the end of combat, defending fighters have a range of one. If at the end of combat there are no carriers with available capacity in the combat zone, or an adjacent sea zone, or an adjacent land ...


4

The game becomes very interesting when the Axis achieves its goal of 84, only to lose France, or possibly some African territory. They then take it back the next round, but only at the cost of expansion to other territories, and perhaps lose a couple of IPC's in the process. I have witnessed this on a few occasions! It mainly occurred because the Allies (...


4

Axis and Allies only works well if all five countries are in play, on their correct teams. If you have five players, this is easy to do. If you have fewer than five, here are the recommended sets: 4 Players Soviet Union, United States (Allied) United Kingdom (Allied) Germany (Axis) Japan (Axis) 3 Players Soviet Union, United Kingdom, United States (...


4

According to page 19 of the rulebook at https://www.wizards.com/avalonhill/rules/axis.pdf Defending together - when a multiple force is attacked, the attacker fires first as usual. If a hit is scored, the defenders mutually agree which unit is chosen as the casualty (if they cannot agree, the attacker chooses). When counterattacking, each defender rolls ...


4

TLDR Retreats are possible for the attacker. Retreats are not possible for the defender, ever. Land and Sea units retreat as expected. They all withdraw to a friendly adjacent space. They only possible unexpected point is that even if they came from different spaces, they all retreat to the same space that at one of the "units" attacked from initially. Air ...


3

Axis and Allies when played with many players (one player per nation, usually this means five) can be a long game with a lot of down time between turns. A house rule we have used when we have a player for each nation is to rearrange the turn order so that allies move together (all the Axis, then all the allies). Yes, this does affect the game, some ...


3

As per the official FAQ here Q: Does Sea Zone 3 connect to the United Kingdom? A: Yes, If my memory serves correctly, that is Scapa Flow.


3

Yes, there are versions of Axis and Allies that allow building ships in the Caspian Sea. This is the exception tough. In Axis and Allies 1941/1942, the Caspian Sea is not considered a sea zone and you cannot build any ships there. In Axis and Allies 1940 Europe/Global, the Caspian Sea is a sea zone. Therefore, you can build ships there.


3

Yes, you can use your non-combat move phase to have a carrier move to a position so that those planes that were moved in the combat move phase can land. Fighters land in the non-combat move phase of the turn. When you move fighters in the combat move phase, you can only move them to squares where you can show that it is possible (even if it doesn't end up ...


3

Here is a 2 part answer to your question: From the Rules (http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Pacific-1940-Second-Edition.pdf): Move as many of your units into as many hostile territories and sea zones as you wish. You can move into a single hostile space from different spaces, as long as each moving unit can reach ...


3

An air unit cannot capture a territory; since the territory is not captured it would retain whatever control marker was on it. There are no rules to "destroy" a capital or industrial complex. A territory cannot become neutral; the only neutral territories are already defined on the board. http://axisallies.com/rules/axis-allies-rules-1941.pdf


2

I have read and studied Don's essays with interest and appreciation. His analysis of the game mechanics and general strategic principles are masterly. However, I find myself in disagreement with him on both British and Japanese strategy. Ignoring Britain for the moment (a questionable proposition) I will limit my remarks to Japanese srategy. Historically, by ...


2

Adam's and Scott's comments here are very sound, and both follow the logic of OPTIMAL allied play. I'm interested to hear from either of you if you've ever played against OPTIMAL Axis play as I define it (the reason is my group of friends have never successfully implemented optimal shuck-shuck and I always win as axis): Rd.1 Germany builds 10 infantry. ...


2

The purpose of infantry in A&A has both offensive and defensive properties. Offensively, they provide fodder to protect your more expensive units, and with a 16.6% chance of a hit, they are a nominal threat. Defensively, they are an inexpensive unit that provides a 33% chance of a hit, and will also block tanks from blitzing. With such a skill, they ...


2

Interested in what you say here about the Allies having a slight edge. I assume you mean First Edition here. My friend and I have been playing for years. We originally used to think that the Allies were slightly ahead. Usually this was due to US being able to afford a bomber or two that nails down German economy. We have had the optional rule of fighter ...


2

This would be an interesting variation. I'm thinking you would have to remove all 3 IPC from Brazil. The timing of when IPCs are delivered has a huge effect. Early IPCs allow the Germans to build up faster and drive Russia back, put a nice force into Africa quickly, or replace one of their lost fighters that they usually lose 1st turn. Even so, losing 3 IPC/...


2

It can be done, but it requires such a level of cooperation among the allies that I wouldn't recommend it unless you are playing all 3 allies. Any Indian factory is a gift to Japan. 'Nuff said. The UK needs to build up it's Atlantic fleet strength (a prerequisite for the over-all strategy to work). US must split their forces and fight a two-front war (never ...


2

This response for Japan First is based on the 1986 Second Edition version and assumes No Russia Attack first round house rule. The allies should under no circumstance look to divert SIGNIFICANT RESOURCES (i.e. more than U.K.'s dollars to an India IC/tanks thereafter). If you send more dollars (U.S. IC, Russia support, etc), you are weakening the Shuck-Shuck ...


2

No! Japan should do no such thing. Here's my opinion of the right Japanese first moves (assuming no 1st rd. attack by Russia): 1) Assuming UK has built an IC on India: Japan Build: 2 Transports, 3 Infantry Japan Attack: Pearl Harbor 2 Battleships, 1 Sub, 1 Aircraft Carrier, 1 Fighter, 1 Bomber The battleships can't free-shot since Manchuria hasn't been ...


2

I would make the following observation, that there are THREE blocs (not two). They are: Central Powers, Germany, Austria-Hungary, Ottoman Empire, 77 IPCs; Western Entente, Britain and France, 54 IPCs; "fence sitters," U.S., Russia, and Italy 59 IPCs, in total. Although aligned with the Entente, the fence sitters basically had the balance of power. So game "...


2

You always need all the countries. With 2 players, one should be all the allies and one should be the axis powers. So you will need to play Russia as well.


2

Note that the following assumes that all players are playing a perfect game with no mistakes. In real games every player will make occasional mistakes so take what I'm about to say with a grain of salt. For the details on optimal play check out http://donsessays.freeservers.com/ The Russia first turn restriction does nothing to change the balance of classic ...


2

You can play this variant at http://gamesbyemail.com/Games/WW2 in which one option is to have Russia unable to attack until attacked. Having played 1 game this way, I believe it gives too much power to the Axis. The Germans can focus on Africa and can hold E. Europe and Ukraine for several turns, while Japan pulls all forces from the Russian northeast front ...


2

"Retreat" is not counted as a move. So the attacking infantry can move "back" to their original square. Or maybe a better way of looking at it was the attacking infantry moved to the border between its original square and the defending square, and then was stopped at the border. It is the defender who cannot move or retreat during an attack. The defender ...


2

The guidance from the updated 2005 Europe rules almost assuredly applies. You MAY take losses on allied units even when on the attack, and furthermore, MUST take them if there are not enough attacking units to take all the losses. Allied subs may NOT submerge as they never rolled dice. Quote below: When German subs are attacked in a zone that contains ...


2

On an island, there wouldn't be an opportunity for a tank blitz (unless it started from a land zone two zones away). But tanks or infantry can assault an island (or any coastal region) from a transport, possibly with air or battleship support. If they "outlast" the enemy defenders, the survivors can move ashore and occupy the island. Tanks or infantry ...


Only top voted, non community-wiki answers of a minimum length are eligible