• I want you posters to know that I take your information and edit the fact sheet as new information arrives. I delete your post so as to make the shortest possible thread so people don’t have to read all kinds of comments on Swedish military capabilities in a thread ONLY concerned with FACTS for AA50 and for Squirecam its “AAAv”…


  • From Larry Harris site:

    So what’s new? Not all that much. If you know how to play Axis & Allies you will pretty much know how to play this special edition. Here’s a list of what’s new in Axis & Allies Anniversary Edition when compared to regular Axis & Allies:

    Game Board: The differences here will be strikingly obvious. Not only is the game board larger but there are far more territories. This new edition has 97 territories represented on the map. Regular Axis & Allies has 79 territories. They both have about the same number of sea zones.

    Submarines: Subs still have that powerful first strike ability. Destroyers are still a subs primary nemesis. So what’s new? Well to begin with subs can now pass through enemy occupied sea zones. At the same time your ships can pass through (ignore) an enemy sea zone containing only enemy submarines and lowly transports. The fact is, if you want to conduct an amphibious assault and the enemy has subs and or transports in the sea zone, you don’t have to attack them! Use those big battleships and cruisers to bombard the territory instead of having to clear the sea zone first.

    Transports: Remember these words – “Chosen Last.” Transport may only be chosen as a casualty if there are no other eligible units. Transports now have no defense (0/0). We’re not going to see our precious bombers or battleships being sunk by those occasional nasty little transports. Only when there is no other target to take a hit will a transport be removed as a casualty. There goes your cannon fodder. At the same time, you better not leave your transports unprotected. Send in something with an attack value (aircraft or warship) and there is no limit to number of transports that can be automatically eliminated. They now cost 7, down from 8.

    Two Scenarios: Actually with two new setup arrangements the game is really two games in one. The ’41 scenario starts off with a bang. The Germans launch operation Barberosa, the invasion of Russia. This is quickly followed by Japan’s attack on Pearl Harbor. The ’42 scenario places the players at the Axis’s high-water mark of the war. Where it goes from there is up the players themselves.

    Italian Power: This is a big deal! Italy is now the 3rd Axis power. It is suddenly a very big fish in a very small pond. Protected from the North by German, the Italian player can concentrate on the Mediterranean region, Africa, the Middle East and even contribute to the war in Russia. Don’t make the mistake of under estimating this new Axis power.

    China: With China now having 10 dedicated territories (up from 4 in regular Axis & Allies) the war in Asia takes on another dimension. Japan must constantly focus and keep in check this ever growing threat. China still remains under the U.S. player’s control but with its own dedicated infantry piece and unique ability to produce more and more infantry units Japan will have its hands full. This provides an entirely new look and feel to that part of the world.

    National Objectives: This system is totally new to the game. Now each player has an objective related to its historic objectives. These objectives, if achieved will grant bonus income to the players achieving his stated objectives.

    Paper Money or IPCs: For the first time ever, Anniversary has new set of ones, fives and ten industrial production certificates.

    Reference Charts: Graphically they are completely different. Another noticeable difference is that the Anniversary Edition Reference charts are two sided. Each has a 1941 and a 1942 setup presentation. Also listed on these charts are each powers National Objectives.

    Victory Cities: There are now 6 new victory cities. Actually 7, Los Angeles has been replaced by San Francisco. The new victory cites are: Hong Kong, Honolulu, Ottawa, Stalingrad, Sydney and Warsaw. With 3 new victory cities in the Pacific there is a guarantee that things are going to heat up between Japan and the allies. No more can America ignore Japan and focus all its power on Germany first.

    How to win the game: Now your side wins if your side collectively holds 15 victory city tokens at the end of a complete round of play. Players can opt for a longer game requiring 18 victory cities or a shorter game of 13. Regular Axis & Allies also has 3 optional numbers – 8, 10 or 12.

    Weapons Development:
    Marshaling Circles and Cards: These cards did not make it to the Anniversary Edition. It was felt that they were not necessary.

    Storage Trays: In the Anniversary Edition there each power has its own dedicated storage tray. There are also 2 utility trays for a total of 8 storage trays complete with box covers.

    Unit Piece Count: The first number in the following list represents the regular Axis & Allies game’s unit piece count. The second number is the Anniversary Edition piece count. Dice 12/14, artillery 40/64, infantry 75/160, tanks 50/ 64, bombers 16/38, fighters 50/66, aircraft carriers 13/22, battleships 14/22, destroyers 26/52, submarines 33/52, transports 29/48, industrial complexes 12/24, antiaircraft guns 12/24.

    Weapons Development: Based on popular demand, Weapons Development (now called Research and Development) has been changed a bit. Jet fighters are still there. Rockets, Super Subs, Long Range Aircraft and Heavy Bombers are also unchanged. Combined Bombardment has been dropped from the list however. So what’s new? How about, Advanced Artillery – one artillery can now support two infantry. Paratroopers – a bomber can now transport an infantry unit. Increased Factory Production – each territory can build two more units than its listed IPC value. War bonds – collect additional IPCs per based on a die roll. Mechanized Infantry – match up an infantry unit with a tank move them both two spaces. Improved shipyards – Sea units are now cheaper to buy. Radar – AA guns can now hit with a die roll of 2 or less. That’s right, there are now 12 possible weapons development possibilities. Oh, and by the way… now you roll a die to see what weapons development you get. You no longer choose a development. You can narrow your possibilities by selecting which one of two groups you want to focus on. Basically one is land and the other is air and navy.

    Strategic Bombing Raids: The total rolled on the dice is the number of damage markers that are placed under the attacked industrial complex. An industrial complex can only produce as many units as the territory generates IPCs. Each damage marker subtracts one productions worth of IPCs. Damage markers can be removed by paying 1 IPC per marker.

    Cruisers: This unit, although seen in Axis & Allies Guadalcanal, will make its first appearance in a global game in this anniversary game. It will cost 12 IPCs. Attack and defense numbers are 3/3 and it moves 2. It can also participate in offshore bombardment.

    Cost changes: Hey, destroyers now cost 8 and they attack/defend at 2/2. There are other such changes as well… Bombers now cost 12, they used to be 15. Antiaircraft guns now cost 6 instead of 5. By the way, AA guns can only fire at aircraft that attack the territory they are on. There are no longer any taking pop shots at over flying aircraft. Battleships now cost 20, down from 24. Carriers are now down too. They cost 14. They used to cost 16. Transports have been reduced as well. They now cost 7, one less than before. Their attack/numbers have changed from 0/1 to 0/0. There is a big change in subs as far as cost. They went from 8 to 6. Their attack/defense numbers have changed from 2/2 to 2/1.


  • though Larry has left open the possibility of minor tweaks including the use of “special dice”

    What about this special dice, were they established? Couldn’t find further informations.

  • Official Q&A

    They’re on the cutting room floor.


  • They’re on the cutting room floor.

    sweep them up and take pictures. :mrgreen:


  • Can someone tell me what National Objectives are and what the do? I’m not sure about them. And maybe pointing me toward a thread with the explanation might help too. tHanks.


  • these are optional rules for either scenario.

    If a nation takes the listed territories it receives additional IPC at the end of the turn to be used to buy stuff the next turn.

    The income can be cumulative  and in some cases its really easy to get the money. In 1941 this is a huge imbalance for the Axis and in 1942 its more equal due to the setup.

    If you get the listed territories you receive the IPC even if on your opponents turn he may take it back. This forces you to take more historical based strategies and discourage weird ideas in the game.


  • What are all the unit sculpts? Ex. - British Fighter = Spitfire. Thanks!


  • we should get a list with all the pieces, and then what they represent

    so …

    british fighter - spitfire
    german fighter - bf109
    italian fighter - bf109
    russian fighter - yak
    japanese fighter - zero
    usa fighter - hellcat

    british bomber - halifax
    german bomber - ju-88
    italian bomber - betty
    russian bomber - pe-8
    japanese bomber - betty
    usa bomber - b17

    someone else continue  :-P

  • '16 '15 '10

    I once found the entire rules online in pdf format…now I can’t.

    Does anyone have this file and some means of posting it online?

  • Official Q&A

    It’s on the Avalon Hill AA50 product page.

  • '16 '15 '10

    You mean here?
    http://www.wizards.com/default.asp?x=ah/downloads

    That’s what I’m saying–it isn’t there anymore.  I remember finding it there before though.


  • it is located on the Avalon Hill AA50 product page on Krieghund’s link  not the download page that you listed.

    http://www.wizards.com/default.asp?x=ah/prod/axisanniv

  • '16 '15 '10

    Gotcha.  Thanks Krieghund.


  • Can someone please tell me the EXACT order for the Techs as noted in the official rules booklet that came with the game? I am a little confused/worried about what I am rolling for when I do manage to get a tech. To be honest, I don’t know if what is listed in this thread is in the exact order. Is it? I don’t have the rule booklet with me right now, so any help would be great.


  • Breakthrough Chart #1
    #1 Advanced Artillery
    #2 Rockets
    #3 Paratroopers
    #4 Increased Factory Production
    #5 War Bonds
    #6 Mechanized Infantry

    Breakthrough Chart #2
    #1 Super Submarines
    #2 Jet Fighters
    #3 Improved Shipyards
    #4 Radar
    #5 Long-Range Aircraft
    #6 Heavy Bombers

    On ABattleMap think of the top row as Chart #1 and the bottom roll as Chart #2.

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