omg, seriously, let me tell you, from my own experience, that a 2 IC build for the british is suicide against a good Axis player. Period.
dizzkneeland33, if this is your view on The_Good_Captain’s 2 IC strategy for UK, then just play him as the Axis and prove it. I would love to hear about the results. Classic rules with Russia Restricted and he agrees to play the 2 IC strategy. It sounds like you both believe you would be at an advantage in this setup, so what’s preventing you from playing?
I do not think many people play with the Third Edition rules for Axis and Allies Classic. But we always played (and play) with the Two-Hit Battelship rule. Needs two hits to be sunk. No repair costs. Will automatically repair after combat.
Hi! I just figured that there already seem to be pretty good summaries of LHTR vs. the original Revised rulebook. LHTR seemed like the best comparison point since those transport rules seemed to revert largely back to the timing in Classic.
Does anyone know how to get a copy of Don’s ORIGINAL 3rd essay? The abridged version on www.fresservers.com only contains the first two parts (see the outline on freservers.com). Years ago I read the full thing, but can’t find it these days. It talked about getting the Japanese fleet into the South Atlantic, how to analyze when to use it to deter South Africa, when to dare to attack Brazil, thoughts on a submarine-producing Industrial Complex in the South Atlantic, and even considerations regarding the use of Germany’s first (alternate) turn purchase of a bomber?!, along with other air units, to coordinate with Japanese fleet. I wish I had saved a copy! Can anyone help me find it?
OK, I have an official answer. It was never Larry’s intention that transports in Classic should be able to load in a hostile sea zone, but the rules as written do not reflect that intention. However, he’s not going to revise an FAQ for a game that’s been around for as long as Classic has and is now out of print for something this minor.
The bottom line is that in Classic, per the rules, you can load transports in a hostile sea zone during combat movement, though this was not intended. This ruling does not apply to any other A&A game besides Classic.
Axis and Allies Classic, 2nd Edition
“Not-so-Obvious” Rules List:
“Stack” restriction – Players are restricted in the number of “stacks” they can create by the number of pieces that came in the original game. “Chipping” remains unrestricted. (Page 7, middle column)
Column Rolling – In ALL combats, dice are rolled by individual column from lowest to highest. Casualties are applied BEFORE rolling the next column’s attack. (Page 18)
During the COMBAT MOVEMENT PHASE, aircraft flying over a territory containing an enemy AA gun are fired upon as they fly over, even if they don’t end movement in that territory. (Page 13, right column)
*Newly purchased naval units are not allowed to be placed in sea zones containing enemy naval units. (Page 21, middle column)
If their original carrier was sunk, defending fighters may ONLY land on an island/island group or carrier in the same sea zone. Failure to do so results in elimination. (Page 15, left column)
Armor MAY “blitz” through a territory containing an AA gun or Industrial Complex. (Rules Clarification, last page, middle column)
a. AA guns still shoot at aircraft flying over their territory even after having been “blitzed” in this fashon. (Page 5, left column “combat is considered simultaneous”)
The Suez Canal can only be utilized if both Anglo-Egypt Sudan and Syria/Iraq are controlled by your side at the BEGINNING of your turn. (axisandallies.org, “the intent was always for the Suez to mimic the Panama Canal rules” -krieghund)
*optional rule on page 31 removes this restriction
@DoManMacgee both maps of date 12 unjustly keep japan tanks away from Moscow or place Moscow “east” of true location and east of caspian sea, this nt only aids Moscow buut unjustly aiding Moscow, at game start, when should be three steps from east coast to Baltic not more and two steps in same turn to Moscow from pacific coast as in photos of original post. as fans we can influence the production of a real game.
however I doubt allies would ever win if ipc were accurate so at least fix the map. thanks.
IMO all Axis and Allies game pieces (in pretty much EVERY version of the game) merely represent a power’s ability to project military clout. In other words, its not literally a tank driving from Hanoi to Cairo in two turns, its that powers ability to project military strength into that area of the globe. The scale and simplicity are relative to the complexity.
There are more advanced, hex based games that will certainly satisfy your craving for the level of historical accuracy you seek.
Hello, new guy to the board.
Recently taught a friends son and he is hooked. Before that, haven’t played in 30 years. In my destroyed game box, i even found my original 5 slips of paper, one per country, for random team assignments.
Onto my thread: I also played d&d so i had 8 and 10 sides dice. I remember coming up with new developments, and if you rolled a six, you roll an eight or 10 sided die to see what you got.
I think 7 was armed transports, and while still can be used as cannon fodder, on a roll of one they score a hit.
the eighth was radar, which means anti-aircraft can hit planes on a roll of a one or two.
9 might have been larger aircraft carriers, that can hold three Fighters instead of two.
Don’t recall the rest
While i never got to try any of these, because I had a hard time finding anyone that would play the game in the first place, I just remember being excited about the game and letting my creative writing Juices Flow about a game I love
I’m not very good at Classic, but I’ll throw my two cents in.
Typically, I commit 1-2 rounds of shucking INF from South Europe -> Africa to try to rack up some IPCs. After the first two rounds or so you’re going to need 100% of your IPCs to commit to the stack war in Eastern Europe Vs. USSR/UK.
If UK wastes their money on a South Africa/India IC I’d punish them by committing the Germans to a Egypt -> Syria -> Persia -> India trajectory, while also sending as much of Japan’s navy as possible towards India to take the free factory. If Japan/Germany can break a hypothetical India Factory early on, it can give Japan some real momentum in gobbling up IPCs in Africa + putting pressure on Russia.
Remember: In Classic, Germany has to play defensively, as they stand no chance of breaking Karelia unless your opponent is really weak. Japan has to be the main breadwinner for the Axis, abusing the weak starting setup for the Allies in Asia and the typical hyper-KGF Allied strategy to try to either take Moscow or win an “economic victory” before the Allies manage to break Germany.
Germany - Fun to be the aggressor, but really you are pretty much always confined to the same winning strategy. Plough east with Tanks and aircraft, and blitz through Africa. You don’t get much chance to be creative.
Russia - You don’t get to explore the map much. You are basically trying to get lucky in the West while doing enough to hold off Japan in the East.
Not much strategy either, just sit back and hope to get lucky or that your allies save your ass.
Japan - I find playing as Japan WAY too easy. As soon as you build a factory on the mainland you WILL take it. Pacific is really only a secondary concern. You won’t take U.S. until Russia is done, and you won’t get to Russia before Germany does. Really you just have to blast through India, China and Siberia then spend the rest of the game walking into empty territories.
U.S.A. - By the time you have finally mobillized the game is already decided. Of course it is always a challenge to try and change this, so U.S. is somewhat fun to play
U.K. - The best to play because you are the most important factor in the Allied effort. Russia turtleshells 75% of the time. U.S.A. takes too long to get in the game. Really your strategy with the U.K. is what decides the game. Because of the huge expanse of British territory, you can fight on multiple fronts all over the globe. In my opinion, playing U.K. gives you the most chance to be creative, and still have to watch your own ass.