• I have made a comparison between the different versions of A&A. Can anyone spot any errors or omissions? The formatting was lost when pasting it into the posting.

    Axis & Allies Rules Comparison
    AA Guns
    Revised Can fire at the enemy whenever overflown. Can stack AA guns but only 1 can fire. AA guns
    target specific aircraft.
    Classic Can only fire at enemy combat movement. Can’t stack AA.
    Europe Can only fire at enemy combat movement. Can stack AA guns but only 1 can fire.
    Pacific Can only fire at enemy combat movement. Can stack AA guns but only 1 can fire.
    D-Day Not used. Artillery fires as planes.
    Air Bases
    Revised Not used
    Classic Not used
    Europe Not used
    Pacific Air bases are marked on certain islands. Planes flying off bases receive 1 area bonus. It does
    not apply to aircraft flying to the island, regardless of side.
    D-Day NA
    Aircraft Carriers
    Revised Costs 16. Fighters can be built directly on carriers.
    Classic Costs 18. Fighters can’t be built directly on carriers.
    Europe Costs 18. Fighters can’t be built directly on carriers.
    Pacific Costs 18. Fighters can’t be built directly on carriers.
    D-Day NA
    Artillery
    Revised 2-2-1. Costs 4. May pair with 1 infantry on attack, raising its attack to 2.
    Classic Not used
    Europe 2-2-1. Costs 4. May pair with 1 infantry on attack, raising its attack to 2.
    Pacific 2-2-1. Costs 4. May pair with 1 infantry on attack, raising its attack to 2.
    D-Day 2-2-1. Costs 4. May pair with 1 infantry on attack, raising its attack to 2. Can shoot down air
    units on a 1.
    Battleships
    Revised 2 hits to sink, repair immediately for free at end of battle. Bombardments takes place before
    regular combat.
    Classic 1 hit to sink. Bombardment occurs during first round.
    Europe 2 hits to sink, repair immediately for free at end of battle. Bombardments occurs during first
    round.
    Pacific 2 hits to sink, repair immediately for free at end of battle. Bombardments occurs during first
    round.
    D-Day Not used
    Blockhouses
    Revised Not used
    Classic Not used
    Europe Not used
    Pacific Not used
    D-Day Attack 3, Defend 1 don’t move. May also attack land units in adjacent sea zones. Attacker
    chooses losses.
    Bomber
    Revised 4-1-6. Costs 15. Can strategically bomb.
    Classic 4-1-6. Costs 15. Can strategically bomb.
    Europe 4-1-6. Costs 15. Can strategically bomb.
    Pacific 4-1-6. Costs 15. Can strategically bomb.
    D-Day Attacks at 3. Chooses target. Unlimited movement. Can’t end in an area with friendly units.
    Convoys
    Revised NA
    Classic NA
    Europe They are captured like land areas. Only the original owner can draw income from them.
    Pacific They are captured like land areas. Only the original owner can draw income from them. If the
    convoy has no income, it controls the income of the named area. Income can only be drawn if
    the area and the convoy are controlled by the same side.
    D-Day Not used
    Destroyers
    Revised 3-3-2. Costs 12. Blocks all enemy submarine special abilities. No bombardment
    Classic Not used
    Europe 3-3-2. Costs 12. Blocks enemy submarine special abilities. Allows air units to attack submarines.
    No bomardment. Bombards at 3.
    Pacific 3-3-2. Costs 12. Blocks enemy submarine special abilities. Allows air units to attack submarines.
    Bombards at 2.
    D-Day Not used.
    Fighters
    Revised 3-4-4. Cost 10. Not involved in strategic bombing. Can be built on adjacent carriers.
    Classic 3-4-4. Cost 12. Not involved in strategic bombing. Can’t be build on adjacent carriers.
    Europe 3-4-4. Cost 12. Can escort & attack strategic bombers. (Escorts fire at 1, interceptors at 2).
    Can’t be built on adjacent carriers.
    Pacific 3-4-4. Cost 12. Can escort & attack strategic bombers. (Escorts fire at 1, interceptors at 2).
    Move make a non-combat move to an adjacent sea zone if no other movement made that turn.
    Will land at beginning of your next turn. Can’t be built on adjacent carriers.
    D-Day Do not attack during your combat phase. Instead moving it to an area. An enemy unit that
    moves in or out is attacked at a 1. Each fighter gets a shot at each enemy. Can only be
    attacked by artillery (at a 1).
    First Turn Rules
    Revised None
    Classic No Russian first turn attack
    Europe Nonte
    Pacific Allied forces defend at 1 (except Chinese).
    D-Day None
    Industrial Complex
    Revised Can only build a number of units equal to its income. Can’t be built in 0 value areas.
    Classic Original industrial complexes can build any number of units. IC’s built during the game can only
    build a number of units equal to its income. Can build 1 unit in 0 value areas.
    Europe Unlimited builds. No new complexes.
    Pacific Unlimited builds. Only USA can build new complexes.
    D-Day Not used. New units enter as reinforcements only.
    Lend-lease
    Revised Not used
    Classic Not used
    Europe During the Soviet non-combat move phase, he may convert Allied units in his territory to Soviet
    Pacific NA
    D-Day NA
    Marines
    Revised Not used
    Classic Not used
    Europe Not used
    Pacific Costs 4. Receives a +1 on amphibious attacks. Cumulative with artillery bonus.
    D-Day Not used
    Middle East
    Revised NA
    Classic NA
    Europe Germans collect income from captured Middle East areas directly from an Allied Player. The
    Allied player chooses who.
    Pacific NA
    D-Day NA
    Naval Bases
    Revised Not used
    Classic Not used
    Europe Not used
    Pacific Naval units can move 3 during non-combat movement, if naval bases are in both the starting
    and ending areas. The island must be controlled for each base. Newly captured areas are fine.
    D-Day NA
    Neutrals
    Revised Impassable
    Classic Can be invaded for 3 IPC’s.
    Europe Impassable
    Pacific Impassable
    D-Day NA
    Order of Player
    Revised USSR-Germany-UK-Japan-USA
    Classic USSR-Germany-UK-Japan-USA
    Europe Germany-USSR-UK-USA
    Pacific Japan-UK-USA
    D-Day Germany-UK-US
    Retreat
    Revised Attackers can retreat after any combat round, except for land units in an amphibious invasion.
    Defending subs can retreat after any combat round.
    Classic Attackers can retreat after any combat round, except for land units in an amphibious invasion.
    Defending subs can retreat after any combat round.
    Europe Attackers can retreat after any combat round, except for land units in an amphibious invasion.
    Defending subs can retreat after any combat round.
    Pacific Attackers can retreat after any combat round, except for land units in an amphibious invasion.
    Defending subs can retreat after any combat round.
    D-Day 1 round of combat per turn. No retreats. Land units in contested areas can’t move.
    Stacking
    Revised Unlimited.
    Classic Unlimited.
    Europe Unlimited.
    Pacific Unlimited.
    D-Day 8 land units per side per area. 4 fighters. No limit on bombers or blockhouses.
    Submarine
    Revised Submarines fire during opening fire, on attack or defense. May submerge after round of combat.
    Can move through enemy sea zones without fighting. An enemy destroyer negates all these
    abilities (it fires in regular combat).
    Classic First fire on attack. Can retreat or submerge after any round of combat.
    Europe First fire on attack. Can retreat or submerge after any round of combat. Destroyers negate
    submarine first fire. Air units can only attack subs if destroyers are present.
    Pacific First fire on attack. Can retreat or submerge after any round of combat.
    D-Day Not used.
    Tanks
    Revised Defend at 3
    Classic Defend at 2
    Europe Defend at 2
    Pacific Defend at 2
    D-Day Axis defend at 3, Allies defend at 2
    Transports
    Revised Can carry 1 infantry + 1 other land unit. Can load if submerged sub present.
    Classic Can carry 2 infantry or 1 other land unit. Can’t load load if submerged sub present.
    Europe Can carry 1 armor or 2 other land units. Can’t load load if submerged sub present.
    Pacific Can carry 1 armor or 2 other land units. Can’t load load if submerged sub present.
    D-Day Not used.
    Victory Conditions
    Revised Hold 9 victory cities at the end a complete turn. (The number can be varied).
    Classic Take 2 enemy capitals. In addition, the Axis can win by holding 84 points of income at the end
    of a turn.
    Europe Take any enemy capital.
    Pacific Japan scores 1 VP for every 10 points of income (less strategic bombing losses). Bid for VP
    level for victory.
    D-Day Allies win by having an uncontested control of all 3 objectives cities for an entire turn by turn
    10. (This a little too hard, I would allow victory if this is achieved at any time).


  • Classic retreat rules:

    Attacking subs can withdraw after any round, independent of whether other attacking units retreat. In amphibious assaults in classic, ALL units including air units are in to the end - there is no retreat for any attacking unit whatsoever.

    Classic stack rules - unlimited numbers of units in a stack, but you can only have as many stacks as you have actual units to put on top (e.g. 3 bomber groups maximum - but put as many chips as you have cash for underneath to represent additional bombers in the group).

    Classic transports. No such thing as submerged subs… Can load in a contested seazone (just can’t move again, must offload in combat in the same seazone to an enemy territory)


  • In the 3rd edition of the Classic rules, air units were allowed to retreat. The 3rd edition also provided for sub submergence. I will need to add the stack thing.


  • @RogerCooper:

    In the 3rd edition of the Classic rules, air units were allowed to retreat. The 3rd edition also provided for sub submergence. I will need to add the stack thing.

    The third edition was the CD version. The CD allowed many illegal actions (plus it did have some optional rules that you could use or not use at your discretion). The items I listed above were not permitted by the rule set that was published with the game. The programming was flawed, allowing the actions you describe to occur, and many CD players then played the game allowing the use of these flaws, incorrectly interpreting the flaws as rules revisions.

    It did not make it part of the “classic” rule set.

    If you want to add another subset for comparison, then by all means add “3rd edition” - enough online CD players used the rules you cite to qualify it as a separate rule set, but if you are not going to distinguish it as a separate rule set, then I would encourage your comparison chart to use the published rules for Axis and Allies 2nd edition as the point of reference for “classic”.

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