Axis and Allies

Axis and Allies

Modifications for the Axis and Allies strategy game, plus tactics on how each nation can win the game.

Rule Variants

Battleships

Battleships can now bombard a coastal or island territory without supporting infantry. This takes the battleship’s turn. Should the entire garrison of the territory be destroyed by the battleship or fleet, it is not conquered by the fleet and remains in the hands of the person whose garrison was just destroyed.

EX- The United States sends 2 battleships to bombard Okinawa. It is defended by 1 Japanese infantry. The infantry is destroyed. Okinawa remains unconquered and the United States must bring a transport with infantry or armor to capture it.

Production Centers

Production Centers build on a turn may be used instantly and can build infinite units (not just the number of their income level).

Units are purchased and build at the end of a turn, not purchased at the start and built at the end.

Panama Canal is one sea zone only to the person controlling the nation of Panama.

Once a nation’s capital falls, it is out of the game permanently. Its units remain in the territories that they are in. Even if the capital is retaken by an ally, the nation cannot return to the game.

Selling

Buildings and technologies can be sold off for the price paid for them. You cannot, however, sell off “New Research” technologies. Selling is done at the beginning of a turn. You may not sell units.

Destroyers

Destroyers are an added piece to the game. Each faction receives six, and their characteristics are:

  1. Cost=10
  2. Move=2
  3. Attack=2
  4. Defense=2

Destroyers also have a special ability. Once per tern, while on defense, destroyers can designate “Targeting Aircraft.” This means that if the destroyer hits, an enemy fighter or bomber must be lost. This gives the destroyer a defense level of 3 instead of 2.

New Research

You may now research a “unit upgrade” instead of normal research. This adds one to the cost of building each unit and costs one dollar instantly for each unit on the field. As soon as the research is complete, you must pay one dollar for each unit. If you cannot pay, the research is lost and must be researched again.

Research Process

  1. Pay 5 dollars for each die
  2. Designate “new research.”.
  3. Each six that you roll represents a research breakthrough. Roll these dice again for the specific research.
  4. Die rolls of 1 or 6 are Land breakthroughs, 2 and 5 are Sea, and 3 and 4 are Air
  5. After rolling for the category, roll again. Under Land, 1 and 2 are Infantry, 3 and 4 are Armor, and 5 and 6 are Anti-Air Cannon or Transport.*.
  6. Under Sea, 1 and 2 are Battleship, 3 and 4 are Submarine, and 5 and 6 are Transport or Destroyer.*.
  7. Under Air, 1 and 2 are fighter, 3 and 4 are bomber, and 5 and 6 are Aircraft Carrier

*If Destroyers are in the game, they are the 5 and 6 rolls under Sea, and Transports are 5 and 6 under Land. There are then no upgrades for Anti-Air Cannon.

The upgrades of units are as follows:

Land

1= Infantry. Attack +1

2=Infantry. Move +1

3=Armor. Defense +1

4=Armor. If no enemy armor present, may withdraw from a defensive battle.

5=Anti-Air Cannon. Defense +1

6=Anti-Air Cannon. May fire twice per battle

Sea

1=Battleship. Defense +1 (cost +2)

2=Battleship. Can bombard twice when accompanied by Land units

3=Sub. Move+1

4=Sub. Defense had “First Shot” ability

5=Transport. Defense +1

6=Transport. May carry 3 Infantry

Air

1=Fighter. Move +2

2=Fighter. Attack +1

3=Bomber. Defense +1

4=Bomber. Attack +1

5=Carrier. Attack +1

6=Carrier. Holds 3 Fighters OR 1 Bomber

*5=Destroyer. Defense +1 (Designate Air remains at 3)

6=Destroyer. Attack gains “Designate Air” level 3.

Tactics

Allies in General

The object of the Allies is basically to hold the Germans back and allow the United States to get into the conflict. The US has the highest monetary income, and if they can enter the war with the Germans still below them, they can cripple the Japanese and move through Russia into Germany.

Keeping the US intact involves a lot of risk. First, Japan must be curtailed. Russia can do this. If they can take Manchuria and mass an army there, Japanese presence on the mainland will be threatened. Also, Great Britain needs to move the Transport from India to Australia. This allows the 2 Infantry there to threaten French Indochina-Burma. At the start of the game, India and FICB have equal armies. However, if the 2 Infantry from Australia join the British Army, the Japanese will lose another major territory. These 2 moves will keep China in US hands and possibly stop the attack on Pearl Harbor.

The British also have the difficult job of holding the Germans back from taking all of Africa. The best way to accomplish this is to mass forces from Canada and Great Britain and land them after clearing out the German Navy. This allows you to outnumber the Germans and hold them back long enough for US troops to arrive from Eastern USA.

The US needs to start building fast. They need troops and transports. However, if they can hold on to China, they can erect an Industrial Production Center there in their first turn. They can then mass the forces in China in either China or Sinkiang to defend it, depending on the Japanese and German advances. Then, build tanks. Lots and lots of tanks. Sweep across the mainland, and begin building the battleships needed to bomb Japan into oblivion. Take every island that Japan gets money from. This leaves them with only 8 income a turn. That comes to 2 Infantry. Battleships and bombers can clear that force out in a hurry. Also remember that transports off the coast of Japan can move 2 units instead of 1 from Manchuria, since it takes only one turn out of 2 to move across the channel. This can give you a lot of punch without using a lot of transports. Use a lot of infantry- you can move 4 a turn per transport, and you can lose them and keep a handful of bombers alive for a long time.

Axis in General

The name of the game here is Keep-Away. Away from the US, that is. If they enter the fight fully and Germany isn’t the strongest military and above 40 income, you could very well be in trouble.

There are basically 2 objectives for the Axis- Russia and Africa.

Germany can easily take Africa. Sink the British Navy to open up a window of opportunity. Then, fly a fighter or two in to supplement your ground forces. Use your Transport in S. Europe to take out the forces in Syria Iraq. Taking Africa takes 11 income from the British and gives them to Germany. This gives you the income you need to take out Russia. Sweep through Persia and hit the USSR from 2 fronts. Taking the Production Center in Karelia can be a crucial stepping stone to seizing Moscow and taking Russia out of the game.

After Russia is gone, Air Force is the name of the game. Do the old-fashioned London Blitz and you’ll be in good shape.

Japan needs to take out the US. Converge on China early and sweep Russian resistance aside. If Germany is doing its part, Russia won’t be able to worry about you; they’ll be too busy defending their capital.

Hit China and Pearl Harbor quickly. Taking Pearl gives you a perfect window to strike at the US mainland.

Another idea is to attack the weak garrison in Alaska and come through British territory in Canada. This is the “soft underbelly” of the US. You can also take places like Brazil and the West Indies to slow down US income.

Individual Tactics

Russia

You are in the worst position of any of the 5 factions. Germany is massed on the west; Japan is threatening on the east. You have one of the weakest militaries (second only to the US) and you have the lowest income. There is also no easy place to expand to. Your best bet to be on the winning side is to live out until the US can hit Japan hard.

Step One is to knock Germany back on it heals. Mass the forces available to hit the Ukraine. Use all forces in Karelia and Caucasus, as well as the tank in Russia. After taking Ukraine, shift the Infantry in Russia to defend Karelia. Buy more Infantry to defend both Karelia and Russia.

Step Two is to help the United States out in any way possible. Use the Infantry from Yakut and the forces in Soviet Far East, along with the fighter from Russia, to hit Manchuria. You ought to be able to carry it without major losses.

Step Three is to help Great Britain. The only way to do this is to shift your tiny navy to the United Kingdom.

Then, try to keep pushing the Japanese back. Hang on to Manchuria until the Japanese use overwhelming force to retake it, or until the US can amass forces in China.

Take-and-give with Germany. As long as you hold on to the Production Center in Karelia, you can build an army fast, albeit only infantry. A huge force of Infantry can hold back German advances until both Britain and the US can come to your aid.

Great Britain

You have the task of holding the Germans to minimal gains in Africa. They move before you and can easily cripple your army there, but you can counterattack. As long as the Russians are a threat and you keep a sizable army and transport corps in the United Kingdom, you can use the Armor and Infantry from Canada and one of the fighters from United Kingdom to take Africa back. Keeping an army in United Kingdom will force the Germans to maintain a large force in Finland Norway and in W. Europe, and Berlin itself.

The other objective you have is the same as the Russians. Help the US get into the war intact. You can do this by simply shifting your transport in India to Australia. This will give you, on your next turn, 4 infantry and a fighter to attack French Indochina Burma. This takes pressure off of the US and keeps Japan in check.

Hold on to Africa, pressure Germany and Japan directly, and the US will come to your aid and you’ll easily carry the war.

United States

A lot for you depends on others. Russia and Britain need to take on Japan and Germany and hold them back long enough for you to get organized. Build fast and build strong. Use your extensive monetary income to build Production Centers in better positions than the ones you start with. Build a lot of armor.

The one thing you need to remember is to watch your back. Japan can close in from Alaska if you’re not careful and come in through Canada; watch for that.

Once you have established a hold in China, move in and sweep Japan out of the islands. Then, use bombers to keep the size of their army down, and move to help Russia and Britain take out Germany. Once you hold the islands, Japan is crippled. You can take them out at your leisure.

One other thing- Navy. Battleships can give a huge advantage to a naval invasion, since they cannot be hit from land.

Build fast, build strong, enter the war fast- it’s yours for the taking.

Axis

Germany

You could be in the best position or the worst position. It depends on how you play the game. You need money and troops, and you need them fast. The simple way to get them is Africa.

You can easily outnumber the British in Africa and take the many money-giving territories there with minimal losses. Use a fighter or two, but don’t let your guard down and let the British take a mainland territory.

Russia is not an immediate concern for you. Take back anything they grab, but don’t go crazy until you take and secure Africa and the Middle East. Once you are in Persia, you can take Kazakh and place a Production Center there. Then, commit insane numbers of troops to take Karelia. You now have a Production Center on both sides of Russia, and thanks to Africa, a huge income. This gives you the tools to take out Russia.

By this time, the US will have established itself. You now have a crucial task: Protect Japan at all costs. Sweeping through Russia will give you a massive income, and you can overpower the US. Take out their PCs on the mainland and drive out the British. Once that is done, Japan can retake lost ground with your help. Then, concentrate on Britain, and leave the US to Japan. After taking out Britain, which may take a while, you can come at the US from both sides- Japan on one flank, you on the other.

Take Africa, neutralize Russia, sweep through Asia, and you and Japan can take the US and Britain on even ground or better.

Japan

You have a very tough job- hold back the US until Germany can take Africa and finish off Russia. There are several ways to do this.

The first is to take out the Russian Eastern Forces. They cannot be reinforced, or Germany will be able to take Moscow with ease. Then, take on the US in China before they can mobilize, and drive the British out of India. The quick way to do this is to sink the British transport in India or Australia, wherever it might be.

Taking Pearl Harbor is important, but don’t die over it if you can’t take it. It’s only 1 income; remember that. After taking some Russian, British and US territory in Asia, your income will more than cover for it.

Don’t worry if Russia takes Manchuria; it’s a one-shot deal. They can’t reinforce the troops there at all. You’re almost guaranteed to get it back.

Another tactic is purely offensive. Take Alaska and Canada, and load them with a Production Center. Then, take the isolated US territory. With you holding Canada, the US will not be able to reinforce its navy; yours can beat theirs in a head-on battle. This gives you the ability to blockade the US and keep them from getting most of their income and from sending help to either Russia or Britain. Pester the US to keep their army size down, cripple them if the opportunity arises, and know that German help isn’t far off without the US to interfere.

Game Variant: 10-Player Diplomacy Version

In the ten-player Diplomacy version, each nation has a two-man command staff. One player is the Military Commander, the other the Political Officer.

Military officers unilaterally control the nation’s army, navy and air force. They decide when and where to attack, what to build, and can break treaties.

Political Officers are the international diplomats. They forge treaties, secure transit for military units through unoccupied nations, and create and break alliances.

There are three levels of diplomacy between factions. The first is war. War is the basic, normal stance of all nations.

The second level is Treaty. Treaties are created between two Political Officers. These two nations exchange Treaty cards signaling that they are at a “cautious peace.” This means that they are not in open conflict and their armies have the ability to pass through the other’s territory, but only with the other nation’s permission. For example, if the US and Great Britain are at Treaty status, and the US military officer wants to move troops through Canada, the US Political Officer must speak to the British Political Officer to receive permission. When the US military officer moves his troops into British territory, the British military officer either allows the US to pass through, or says his troops “resist.” This means that he has broken the Treaty and the US and Great Britain are at War.

Treaties are made any time by Political Officers and broken at any time by either Political Officers during a meeting or by Military Commanders by “resisting” a passage.

The top level of diplomacy is Alliance. Alliances are created by Political Officers and can only be broken by Political Officers. At this stage, both nations can move freely through ally’s territory, and this is the only time that Military Commanders can speak to each other. Alliances last a minimum of one cycle (one turn by each nation) and can then be broken by Political Officers. When an Alliance is broken, the nations are considered at War, and all units are immediately removed from former allied territory back to the nearest territory controlled by their own nation.

  • Nations can use their money to forge alliances and can exchange territories, but not units, buildings or technologies.
  • Treaties do not have to last any longer than the second after they are created, even if money is exchanged.
  • Military Commanders are not allowed to speak to any member of another nation unless they are allied with another nation; they may then work with their ally’s Military Commanders.
  • Allies are locked for the first turn of the game. After the US’s first turn, all nations are considered to be at War, and you can then form new alliances and treaties.
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