Pulling out of Eastern Europe is a deathtrap! But seriously, you’re screwed if you did and screwed if you don’t since you’re know forced to defend two separate territories along with the unbearable 3 IPC loss. But anyways, Western Europe is probably the most feasible and the most advantageous of all the territories to take with USA and UK. But if you can position your transports correctly, you can strikes all German territories at once depending what is the most heavily under-defended.
I allow for neutrals in 2nd. in fact i give them a few pieces because i dont like the allies just paying 3 dollars and landing a load of me
in Spain just to get a cheap ride into france. Ill post a few more things that make more sence…
Neutral countries are inactive until war is declared on them. Once a country declares war on a neutral, the country may attack and enter the airspace of the neutral country. Only Axis nations and Russia can attack neutrals. However, Russia can only attack bordering neutrals. There is no IP penalty for declarations of war. Place 3 infantry units from the opposing player whose capital is closest to the neutral country. However, Spain or Turkey receive the following units:
5 infantry, 1 artillery, 1 armor, 1 fighter, 1 destroyer, and 1 IC.
The opposing player controls undefeated neutral countries and also receives their IP value. All neutrals have an IP value of one when they are controlled or conquered by a major power, except Spain and Turkey, which have a value of three.
Recruiting new players, even with 2nd edition is/was always hard, because of the skill level. Even if the opening moves for every country are optimized it is far from clear for new players. It takes a while to comprehend the mechanics of pushing, retreating, feints, death zones etc. If a new player is willing to pretty much lose the first 20 games he/she will become a worthy opponent, but most people are not that persistent to learn a game that takes a pretty long time to understand. When they finally are decent enough to understand why bids are a necessity it will have taken a long time. Times have changed as well… When I grew up I didn’t have internet or a computer, so when it rained we had to play board games, nowaday it is almost an exception if teens play a board game.
Hi all, I just bought a Atari War Hits Deluxe pack today with Axis and Allies, Act of War and Kingdoms in it, I cant seem to install Axis and Allies becaus eit is asking for a CD Key, there is not one in the pack, any help greatly appreciated on how to get it working!!
Please forgive me if this has already been suggested.
I’m sure that since you all are playing Axis & Allies, then most - if not all - of you have heard of the most famous Avalon Hill Game: Diplomacy.
I have come up with a little variant of A&A that takes most of its variation from Diplomacy. Here are the rules:
Everyone for themself. No set Axis alliance, no set Allied alliance.
All of the pieces have the same cost and power as in the regular game.
No technology rolls.
All units start out in the same places that they would in the regular game.
All rules about IPC’s and land values stay the same.
All seazones are labeled and given names.
Each game phase opens with a diplomacy phase, where each of the players converse with one another about plans and make deals.
The game then proceeds to the writing orders phase. All units that are being bought are written down first, and then troop movement orders are written down.
Combat movement phase. All battles are resolved. The battles follow the same rules as in regular A&A (dice, unit power, etc.)
–9A) A battle that was ordered by two different countries over the same border will involve only the units that were ordered into combat. Once one side wins the battle, then the remaining units combat the units within the territory they were originally planning to attack. (Example: Germany attacks with three infantry, one armor, and one fighter from Ukraine, leaving one armor behind, into Soviet-Held Caucasus. The Soviets attack from Caucasus with four infantry, leaving one infantry behind, into German-held Ukraine. Germany wins the battle but loses one infantry in the process. Germany then continues on to Caucasus to fight the one infantry with two infantry, one armor, and one fighter).
–9B) When there is a border clash, the units from both (or more) sides, are all given their attacker combat values.
–9C) If a country is attacking over two borders and into one territory, and a border clash comes about with one of the borders being crossed, then a border clash battle will ensue over that border, while the other border being crossed will fight the leftover units, if any. In other words, if Germany attacks Caucasus from Ukraine with Three infantry, one armor, and one fighter, and the USSR attacks Ukraine from Karelia with two infantry, an armor, and a fighter, and from the Caucasus with four infantry, leaving one left over, the USSR’s force from Karelia will fight the left over German tank in the Ukraine, while the Caucasus-Ukraine border clash will ensue as a normal border clash battle. If the USSR wins, then it moves however remaining units into Ukraine (to fight if the Karelian move into Ukraine didn’t succeed, and to just be moved into there without combat if the Karelian maneuver did succeed).
New units are placed (they must follow the rules of regular A&A: troops and the like may only be placed on territories with IC’s, ships/subs may only be placed on seazones next to IC’s, and IC’s MUST be placed on territories with an IPC value [for those of you who’ve read my house rules, I know this goes against them, but this is a different variation of the game altogether]).
Money is collected by each player the same way it would be collected in regular A&A.
–11A) The capture of a capital follows the same rules as regular A&A: The one who lost their capital must give all of their money to the one who won their capital, and they may not collect income or build new units until their capital has been taken back (capitals may not be liberated).
The round starts again.
Whoever has a total national income of 55 or more by the end of any game round is the winner. Winner can also be decided upon by setting a time limit of how many turns there are to be played in a game and whoever has the highest (if not 55 or over) by the end of the time.
Well, there’s my variation! It’s a little bit lengthy, I know, but I think it’s good. What do you all think?
Also, I may not be online for the upcoming few days, so please be patient if you ask me something and you dont get a response within a day or two.
I thought downloadign those games and music off kazaa was illegal, or is it not?
and furthermore against the spirit of the site. I’m going to lock this unless Yanny/DJ say otherwise.