• How about it they do ANZAC on their own and “share” the Pacific side of UK with the UK Europe player acting as the coach.  Like an apprenticeship.

  • Liaison TripleA '11 '10

    Done it and it works.


  • I would give the new player complete control of the entire Commonwealth.

    This gives him 3 pools of money to play with, one completely on land, one completely at sea and one that is the most influential with some choices.
    It also gives him complete overview of the entire board, as everyone’s moves directly impact his gameplay.

    If you have a competent player doing the United States’ moves, he can help ‘dictate’ the new-comers actions by his own moves, as India/ANZAC largely move based on American aggression.

    There aren’t so many units for him to toy with, but he still feels top shelf because his units are all over the board. There’s no complex naval maneuvering like that between the USA & Japan, there’s no massive calculation of large armies like in Russia, there’s no tight economic playing and strategic allocation like that involved with Germany. There’s no need for rapid expansion across the entire board like Japan.

    It is hands down the best nation for a newcomer to play.

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    @Vance:

    How about it they do ANZAC on their own and “share” the Pacific side of UK with the UK Europe player acting as the coach.  Like an apprenticeship.

    You can also give the newbe Italy with the axis players coaching. If you send the guy/gal to Ausstralia for fear of losing, they won’t learn a dam thing, and they sure as hell won’t have any fun (a perfect recipe for them not wanting to play a second time). And what if that player goes on to play hundreds of games, he will tell tales about how he was given ANZAC his first game …… ANZAC!!!

  • Liaison TripleA '11 '10

    I got USA in my first game ever.

    I rolled 3 tech dice,  6 6 6

    We didn’t quite understand the rules, or maybe they weren’t even formal then, but the ruling was that was 3 tech.

    1. Industrial Production
    2. Jet Fighters
    3. Heavy Bombers.

    LOL… my opponents/friends were new too… but that was GAME :P

  • '10

    No need to be so serious when you have a new player. Let him play Japan and have some fun. So what if the axis lose! The new guy learns a lot quickly. U.S. might bore him during the first three turns. My choice for the new guy on the allied side would be U.K. Like Japan they get involved quickly and are into land and sea battles. At least on the Europe side.

  • '10

    What do you mean by “new player”, and what is their general strategy game skill level?

    I would vote Russia would be the “easiest” for someone totally new to Axis & Allies, or that’s just kinda there to roll dice.  A brand new player has their hands full with turn order, how combat works, what units are what.  By dealing almost exclusively with a ground war, you can spend more attention on fewer units, which is really a good thing for people just learning a fairly complex game.  It’s enough work figuring out which enemy planes can get where without having to know or worry about how subs and damaged capital ships act.

    Saddling someone with ANZAC alone would pretty much suck.  At least give them France and China, so they can have some ground fighting somewhere.  I wouldn’t do that to a new player, though.  If you’re having to play with seven, given the minors to one of the vets, who can maybe actually do something with them.

    For somebody that’s looking to be highly engaged and have fun, and maybe has played a previous iteration, Germany is hands-down the most fun.  Your turn probably takes forfarkingever, but you get to conquer an enemy capital!  Immediately!  Loads of money, guys out the wazoo; boats, tanks AND planes! There’s a simple basic goal–take Moscow.  It’s a ton of work, and they’re probably not gonna win, but it’ll be cool.  Plus Germany has such a target-rich environment, new players often take the game in unexpected directions.  For that reason alone, I like having brand-new German players, if they’re up to it.  The Krauts have initiative–the opportunity to control the shape of a game you’ve never even seen played before is novel.  Free of herd-mentality bias, if you will.

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    I can see it now, a virgin newbe is playing Germany with 2 experienced players as team mates. G1, the freshman says “I will buy 6 research tokens” and the 2 vets discreetly shake their heads. “wait… I mean 2 major factories” the 2 vets than shake their heads a little harder, the allied players roll their eyes, and the beer is already half gone. UK or Italy is a better choice than Germany, let’s face it.

  • '10

    @Young:

    I can see it now, a virgin newbe is playing Germany with 2 experienced players as team mates. G1, the freshman says “I will buy 6 research tokens” and the 2 vets discreetly shake their heads. “wait… I mean 2 major factories” the 2 vets than shake their heads a little harder, the allied players roll their eyes, and the beer is already half gone. UK or Italy is a better choice than Germany, let’s face it.

    Like I said, somebody skilled in strategy games, and hopefully has played Axis & Allies, of some form, before.  Once the rules of research rolls, building, and movement are explained, somebody with most of a functioning brain wouldn’t make those choices, I don’t think.  Somebody like that, give them Russia.  Tell them to buy infantry and one offensive weapon each turn and play defense–you’re coming to save them.

    EDIT:  Well, re-reading, I guess I didn’t exactly “say” somebody skilled in strategy games, but that’s what I meant, dammit.


  • @eudemonist:

    For somebody that’s looking to be highly engaged and have fun, and maybe has played a previous iteration, Germany is hands-down the most fun.  Your turn probably takes forfarkingever, but you get to conquer an enemy capital!  Immediately!  Loads of money, guys out the wazoo; boats, tanks AND planes! There’s a simple basic goal–take Moscow.  It’s a ton of work, and they’re probably not gonna win, but it’ll be cool.  Plus Germany has such a target-rich environment, new players often take the game in unexpected directions.  For that reason alone, I like having brand-new German players, if they’re up to it.  The Krauts have initiative–the opportunity to control the shape of a game you’ve never even seen played before is novel.  Free of herd-mentality bias, if you will.

    I completely agree.

    Germany is perfect for a (smart*) newbie.
    (like you said), you get to see refreshing/unusual choices (also because the new player isn’t spoiled yet by what he sees from experienced players), and for the player itself it will be alot of fun.

    Personally, my first time ever was with Russia (in some old classic world, i think), and i got monkeystomped by Germany early on, so for most of the game i sat there looking at what was going on: i found it a dull game and it didn’t teach me much. Also didn’t really make me want more.

    My second game however i played Germany in (an old) Europe, me against everyone else. Now that was intense, and a good game as well.
    After that one i was sold for A&A.

    In fact, if the number of players allows, give him both Germany, Italy and Japan :D

    Full immersion is the way to get someone hooked!

    *dumb players are a lost cause anyway ;)

  • Liaison TripleA '11 '10

    I like it.

    Take the allies on ALONE as yourself, and let your friends who are newe, beat you to death as the Axis.

    But hang on, and turn it all around at the last minute (if you can!)  definetely fun!

    Help them plan their attacks too!

  • '21 '18 '17 '15

    A newbie should be invited to read the rule book and ask lots of questions, yes give him a major power so he has to make big decisions, it is part of the learning process and the fun factor of the game. Giving him a minor power will not get him involved, it would be more like sitting around being bored till his next turn. Whether it be axis power or allied, his team mates can help to advise him on his next move. I have 3 young boys that i am introducing to the (classic) aa world, i let them choose which team and just play for fun….Classic or revised may be a better starting game for newbies though.

  • Liaison TripleA '11 '10

    Yea the game is about FUN!

    Not so much winning…

    Unless you are playing here at this site! lol.


  • i’d start with a lang nations, 3 planes and 4 diff troops are easier to explain than ships and such…
    that’s why i’d chose (in world): china, france and perhaps ANZAC, to learn.
    In europe (perhaps italy with aiding germany or) russia with or without france.


  • A newbie,  start with RISK.  then start them out on the Original game as the U.S.A. then show them the 1942 and the revised 1942 .
    Just had an old player start back with this group and we stuck him in as Italy and the German player coached them along.  He’s ready to try whatever country he pulls out of the cup last week he was the U.S.A. and like I told him his teammates all have years of Exp and they’ll help you on your moves
      Invite your friends over and have the board out and set up or have a game going when you invite them
      I also like to put in movies like TORA TORA TORA  or run silent run deep  Mid way    you get the hint  Full Metal Jacket  there are some good ones


  • I vote for the USSR.
    The German plyer can/will bring him to action. He has not to worry too much about naval actions. He has only a few planes and therefore easily can keep track. He will spend his money solely on ground forces and has to fight a lot of battles, so getting used to how this works. He will be in the game for quite a long time.
    But what I have to say: LET HIM MAKE MISTAKES, EVEN IF THEY COST YOU THE GAME. I learned most from “stupid” mistakes as well as my mates, playing with/against me. (like loosing the eastern US to a single german transport, back in the original).
    Never erver give him ANZAC or China or France or Italy. They are not really involved in the game and he will get bored quite fast, because he has no money to spend, no troops to fight and no real goal to achive.


  • This is intresting, as I usually take it from the oppsite direction. If I have a new player or players in a game, I will take a back seat and play as a Minor nation while I let them play as the Big boys. I have had whole games of Global where I have sat and played as China while the new guys walied away on each other, making my impact felt but now overly affecting game play(unless you consider China surviving overly affecting game play). I have also played as Italy with a bunch of newbies but Italy is a doubled edged sword. Italy in the hands of a veteran player is a dangerous thing and can have a big impact on the game.
    If I have a mix of players, some with a basic understanding, totally new, and experienced players, I will play as Britian/ANZAC/China, and let the rest of them pick the remaining (I also usually combine Germany/Italy). This way I can check the veteran player if picks an axis power (what usually happens) and keep him from overwhelming the newbie allies or I can temper my play style (not go full out “Iwannawin!!” mode) so the newbie axis players will still have fun.


  • I think this depends on how many new player you have.
    If there are 3 veterans and only one new player, give him USSR.
    If there are more newbies than veterans, then let them choose, but maybe dont go 150%.
    To my experience:
    DON’T TELL THEM WHAT TO DO! Give them an overview of their possibilities and goals (USSR: survive, UK: harass Italy, Germany and Japan, US: Go by force, and finish them off)
    Its easier for new players to play the allies, because of their very clear objectives (Do not loose), whereas the Axis have to figure out a way to win. Much more preparations have to be taken, to get you on the win. Its much easier to loose for the axis, due to stupid mistakes.


  • @cenator01:

    I think this depends on how many new player you have.
    If there are 3 veterans and only one new player, give him USSR.
    If there are more newbies than veterans, then let them choose, but maybe dont go 150%.
    To my experience:
    DON’T TELL THEM WHAT TO DO! Give them an overview of their possibilities and goals (USSR: survive, UK: harass Italy, Germany and Japan, US: Go by force, and finish them off)
    Its easier for new players to play the allies, because of their very clear objectives (Do not loose), whereas the Axis have to figure out a way to win. Much more preparations have to be taken, to get you on the win. Its much easier to loose for the axis, due to stupid mistakes.

    the national objectives are handy guide aswell…

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