Axis and Allies
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Axis and Allies is a strategy board game by the Milton Bradley Company set during World War II. Milton Bradley released it as part of their Gamemaster series in 1984 and it was the most successful of the five; in April 2004, Hasbro released the Revised Edition under the Avalon Hill name. Up to 5 players can take control of one of the Axis (Germany or Japan) or Allied (UK, Soviet Union or USA) nations. The object of the game is to win the war by capturing enough critical territories.
For a boardgame with a realistic setting, Axis and Allies is a fairly casual game; in fact, it is often played in high school classes to help teach students about the economic climate and tensions the world was involved in during World War II. A&A is not a strict historical wargame, due to its streamlining for ease of play and balancing so both sides have a chance. For instance, the economic model is rather bare-bones, with each territory producing a number of "IPCs" (Industrial Production Certificates) good toward the purchase of any unit. Moreover, the game is supposed to start in spring of 1942, but Japan is immediately in position to attack Hawaii again, while Germany is pressed well into the USSR with an initially superior force. Another significant difference is that the Soviet Union and Japan are opponents at the start of the game; historically, they did not go to war with each other until 1945. If this game were truer to history, the Axis empires would be at their apex at this time, about to be pushed back home – but, of course, that would not be a very competitive game.
While the original edition was recognised as a classic, many experienced players felt the game quickly became unbalanced and repetitive, finding strategies that would ensure an Allied victory.
Contents |
Original Version
Basics
The essential mechanics to the game are easy to pick up. Each side's objective is to conquer enough of the enemy's territory. This can be accomplished by holding two enemy national capitals, but the Axis can also win an "economic victory" by gaining enough territory, which is more common in practice due to the difficulty of attacking London or Washington.
Each player progresses in order: USSR, Germany, UK, Japan, USA. On each turn, the player declares IPC spending for production and research (which gives a random chance to enhance units). The player then declares combat moves, attacking enemy-held territory. Much of the playtime is spent resolving battles. Each round, all the attacking and defending units get a chance to hit once. A unit scores a hit if the player rolls, with a six-sided die, a number less than or equal to the unit's attack or defense score (e.g., infantry makes a better defender than attacker). Each player gets to choose how to distribute casualties amongst his or her own units and removes them from the battlefield. (This provision makes it practical to bring cheap cannon fodder units along to soak up hits.) The battle continues until either force is destroyed or the attacker withdraws.
After all battles are concluded, the player takes noncombat actions: moving reinforcements, landing aircraft, etc. Then he or she deploys units purchased at the beginning of the turn in territories with an industrial complex and finally collects income from all occupied territories to end the turn.
This cycle continues until, after USA's turn, the victory conditions are met for one side.
Units
Original edition A&A units, including costs and Attack/Defense/Movement values
- Infantry, 3 IPCs, 1/2/1
- Armor, 5 IPCs 3/2/2
- Fighter, 12 IPCs, 3/4/4
- Bomber, 15 IPCs, 4/1/6 (may do bombing run against opponent's IPCs)
- Anti-aircraft gun, 5 IPCs, 0/0/1 (may shoot down each overflying aircraft)
- Battleship, 24 IPCs, 4/4/2
- Aircraft Carrier, 18 IPCs, 1/3/2 (may carry up to two fighter units)
- Transport, 8 IPCs, 0/1/2 (can carry up to 2 infantry, or one of any other land unit)
- Submarine, 8 IPCs, 2/2/2 (gets to bypass some combat rules, for "free shots")
- Industrial Complex, 15 IPCs, 0/0/0 (immobile factory, allows production of new units)
Revised edition A&A units, including costs and Attack/Defense/Movement values
- Infantry, 3 IPCs, 1/2/1
- Tank, 5 IPCs, 3/3/2
- Artillery, 4 IPCs, 2/2/1 (raises an infantry to 2 Attack)
- Fighter, 10 IPCs, 3/4/4
- Bomber, 15 IPCs, 4/1/6 (may do bombing run against opponent's IPCs)
- Anti-aircraft gun, 5 IPCs, 0/0/1 (may shoot down each overflying aircraft)
- Destroyer, 12 IPCs, 3/3/2 (turns off submarine abilities)
- Battleship, 24 IPCs, 4/4/2 (requires two hits to destroy)
- Aircraft Carrier, 16 IPCs, 1/3/2 (may carry up to two fighter units)
- Transport, 8 IPCs, 0/1/2 (can carry any one land unit, plus one infantry)
- Submarine, 8 IPCs, 2/2/2 (gets to attack first, can go under hostile ships)
- Industrial Complex, 15 IPCs, 0/0/0 (immobile factory, allows production of new units)
Revised Edition
To revise the original game, Mike Selinker led a design team that included Larry Harris, designer of the first edition. The revision aimed to address some major concerns with the original and make the game more fun. Selinker also wrote a series of articles describing the changes.
The overarching change is in the victory condition. To win in the original, either side could seize two enemy capitals, but the Axis could also win an economic victory by capturing enough resources. This rule gave the poorer Axis a leg up, but led to anticlimactic endings. Also, it often took many, many turns to finally capture heavily fortified capital cities. The designers scrapped this rule and implemented victory cities, where each side starts with 6 of the 12 cities. In addition to the national capitals, these include Paris, Rome, and Leningrad in Europe, Calcutta, Shanghai, and Manila in Japan's reach, and Los Angeles in the US. With this rule, players can decide what constitutes victory at the start – playing only to 8 victory cities makes for a shorter game, while more hardcore gamers can play until one side controls all of them. [1]
Another important change concerns unit capabilities and statistics. In the original, infantry were a cheap unit and turned out to be most useful as cannon fodder, by taking hits that would otherwise destroy more valuable units. This tended to lead to massive buildups by players amassing stacks of infantry in neighboring territories, unable to do anything other than buy more infantry, which can be ineffective attacking units by themselves due to their miniminal attack value. While infantry were left unchanged in the revised edition, the tank unit defence was increased to encourage players to use combined arms rather than just rely on infantry, and to balance the value and effectiveness of comparable groups of infantry and tanks. [2] Other changes include the addition of artillery units, which increase the attack of attacking infantry, destroyers, which negate the first-shot advantage of subs, and a significant increase in the usefulness and effectiveness of transports and amphibious assaults, by allowing transports to carry any one land unit plus one additional infantry unit.
The map was also reworked, with a new art style and many gameplay changes. One important change is the fragmentation of Germany's Eastern Front. The area from Berlin to Moscow now includes many small territories, a victory city (Leningrad), and a strategic industrial complex at the Caucasus. This change was designed to encourage more dynamic play in an area that often bogs down into heavy fortification. Another notable change is to the South Pacific region, which now provides much of Japan's starting income and is a much more valuable target for Allied incursion. [3]
A new system of optional rules was implemented. Each power has six possible advantages, representing tactics or technologies used in the war. For instance, if the UK has the "Enigma Decoded" advantage, it may quickly move units during Germany's turn in response to an attack on UK territory. A number of these advantages can be chosen or randomly picked for each side at the beginning of each game to alter gameplay.
Many other changes are documented in the manual, available for download from Avalon Hill.
Spinoffs
When Hasbro acquired the Milton Bradley Company, they kept Axis and Allies in print as part of their Avalon Hill lineup, a rather prestigious game company they bought in 1998. Under the same brand, they published two follow-up games, Axis and Allies: Europe (1999) and Axis and Allies: Pacific (2001), that were designed by Larry Harris, the original designer of Axis and Allies. The latter especially tinkers with the original game mechanics and tries to make the game feel less scripted while keeping the appeal of the original.
Larry Harris also designed the newest game in the series, Axis and Allies: D-Day (released June 2004). Based on the Allied liberation of France, the game plays at a tactical level (rather than a strategic one like its predecessors), getting rid of most resource management and using a smaller-scale world. D-Day won a 2005 Origins Award for Best Historical Board Game.
In 2005, Avalon Hill released a line of miniatures under the Axis & Allies brand.
Image:AtariAxisAndAlliesBoxImage.jpg
Several computer games were also based on Axis & Allies. They include turn based strategy closely based on the board game, while more recently a real time strategy game was based on it. The real-time strategy (RTS) game includes a mode that is more closely related to the board game, but you can only attack one enemy occupied territory per turn and can either fight battles in RTS mode or have the computer decide the outcome. There is also a campaign mode in which you can fight as the Allies and try to defeat the Axis or be the Axis and try to change history and in the end defeat the Allies. All of the battles in the Campaign mode are fought in the RTS mode.
An open source version of the game called TripleA also exists in which one can play alone or online against other players.
See also
- Axis and Allies Members Club
- TripleA
- Axis & Allies (2004 video game)
- Axis & Allies (1998 video game)
External links
- Hasbro's Axis & Allies site
- Axis & Allies rules errata and FAQ
- TripleA, an open source Axis & Allies game
- AACalc, a web based combat simulator/calculator, with different luck modes, and economic as well as tactical results
- Philip Hall's odds calculator
- AxisAndAllies.Org, active Axis & Allies forum
- Larry Harris's game site
- Generals of Waterloo- Tribute Site with history, strategy, tactics, alternate rules and expansions
- Honor and Infamy: Commanders an Axis & Allies Add-On game
- Advanced Axis & Allies
- Axis & Allies Miniatures Yahoo! Group
- Caspian Sub Axis & Allies articles for strategy, puzzles (called strategic exercises), and other useful gear.
- Plotted A&A A variant in which players plot each turn's activities in advance.
- Axis & Allies Discussion and Strategies
- Axis and Allies World Club A place to play Axis & Allies online using the 1998 video game.
- 1984 edition and 2004 edition at BoardGameGeek
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