Learn how to play the original Axis and Allies Europe better. Follow along in my new series. https://www.youtube.com/watch?v=PSyrIwF7tX4
The intro video and the German strategy video are posted.
Learn how to play the original Axis and Allies Europe better. Follow along in my new series. https://www.youtube.com/watch?v=PSyrIwF7tX4
The intro video and the German strategy video are posted.
Hey everyone! Here are some photos of my G40 custom job. I built this to be relatable to all players and only added features to subtly enhance playability. Dress right dress and standardization were the order of the day.
List of features:
Check out my YouTube customization series for more info:
https://www.youtube.com/watch?v=VhtS9kBOK7s&t=859s



@kwaspek104 @gamerman01 @VictoryFirst @DoManMacgee @Ragnell804 @Martin @elche
This is a new thread for the 2025 Classic tournament. I believe everything has been sorted out. What @Martin started last year has expanded with additional talent. You are all exceptionally talented and friendly players imo.
If there is any dispute let me or gamerman know and we will help get it resolved.
We’re playing
Classic, 2nd Edition with
Restricted Attack,
Can build in enemy occupied sea zone,
No Neutrals, and
tech turned on at Russia turn 4 to the end.
Sides are by agreement or bid as outlined by Gamerman.
Please report game results here.
If this tournament works out well (I feel strongly it will), I’ll open it up by advertising on Facebook and YouTube next year and give the G40 league a run for its money. Best of luck to you all. Have fun. Be cool.
Let’s push some plastic.
It’s more interesting to investigate how badly and why. All that and more in this video:
This will act as a “one stop shop” for anyone interested in my work regarding digital downloads of AnA boards:
Classic (Milton Bradley): http://www.mediafire.com/view/x2tq68bqzf9svnv/Axis Allies Board.jpg
Europe (1999): http://www.mediafire.com/file/kmjn20usjj693ec/Europe1999.png/file
Pacific (2000): http://www.mediafire.com/file/322b1gupqmgnhm4/Pacific2000.png/file
Revised: http://www.mediafire.com/file/h3p3rbk0hq9xeiu/Revised.png/file
Guadalcanal: https://www.mediafire.com/file/3g7hongk3pk1ft6/Guadalcanal+Board+Final.png/file
Xeno Games 3rd Edition: https://www.mediafire.com/file/7i8mgxaom0d9oqw/Xeno+The+World+at+War+3rd+Edition+Board.png/file
Xeno Games 4th Edition (same map structure just published with different colors): https://www.mediafire.com/file/v26nobwcpm246rw/WaW4th.png/file
Fortress America (1986): https://www.mediafire.com/file/f4ku5mf8oxyszxa/FA.png/file
@CentralCommando I love this discussion. This is a lot of fun so please don’t take this the wrong way anybody, but my opinion is that solo play is not very helpful. In the fewest words, I never see anything new if I play myself.
In contrast, if it weren’t for @VictoryFirst I don’t think anyone would have found the “Finnish Fork” in Europe. Gamerman seems to have found a (perhaps) functional Pacific strategy in Classic that nobody has seen. Some of the best use and manipulation of the revolution rule in 1914 came from @DoManMacgee and on and on.
Just to take Hilltop as an example. I saw him play all those solo games of 1914 and then asked if he wanted to play a game. He obliged which was awesome. I took CP out of box and defeated him. I feel strongly I was able to do this thanks to experience (and can say more about this if needs be). Here is the file: O18.tsvg (BTW, Hilltop is a great human being on and offline)
Interested to hear other’s thoughts on that though. My mind isn’t completely made up on solo play.
An effective Pacific strategy in Axis and Allies Classic?
@gamerman01 @Ragnell804 @dawgoneit @Martin and myself are all in for 2026 tournament
@VictoryFirst @leemorrison @elche have yet to report in.
We’re playing
Classic, 2nd Edition with
Restricted Attack,
Can build in enemy occupied sea zone,
No Neutrals, and
tech turned on at Russia turn 4 to the end.
Sides are by agreement or bid as outlined by @gamerman01.
I’d like to start after Valentine’s Day weekend if that is cool with @gamerman01. This will give me time to advertise on YouTube and Facebook. If you know anyone who wants to play please link them to this thread and have them post that they’d like to play. I will link this thread on Facebook and on my YT announcement video.
Have fun. Be cool.
Let’s push some plastic.
Tournament spreadsheet HERE:
Link for tournament spreadsheet
https://www.youtube.com/watch?v=fnA3xAM_CjM
Punchline: TripleA is the most efficient online platform on which to play Axis and Allies. This allows players to play more games with the added benefit of playing a variety of opponents. More games against different opponents means a far more diverse range of experience which makes the AnA player more lethal in all his future games…including those played face to face.
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 14 infantry and 1 transport; Remaining resources: 0 PUs;
Combat Move - Japanese
2 infantry moved from China to Sinkiang
1 infantry moved from French Indo China to Sinkiang
3 infantry moved from India to Persia
2 fighters moved from French Indo China Sea Zone to Sinkiang
2 fighters moved from French Indo China to Persia
1 bomber moved from French Indo China to Sinkiang
1 bomber moved from French Indo China to Persia
1 fighter moved from French Indo China to Persia
1 infantry moved from French Indo China to Sinkiang
Combat - Japanese
Battle in Persia
Japanese attack with 1 bomber, 3 fighters and 3 infantry
Russians defend with 2 infantry
Japanese roll dice for 1 bomber, 3 fighters and 3 infantry in Persia, round 2 : 0/7 hits, 2.67 expected hits
British roll dice for 2 infantry in Persia, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese lost in Persia
Japanese roll dice for 1 bomber, 3 fighters and 2 infantry in Persia, round 3 : 2/6 hits, 2.50 expected hits
British roll dice for 2 infantry in Persia, round 3 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese lost in Persia
2 infantry owned by the Russians lost in Persia
Japanese win, taking Persia from British with 1 bomber, 3 fighters and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 2 infantry
Casualties for Russians: 2 infantry
Battle in Sinkiang
Japanese attack with 1 bomber, 2 fighters and 4 infantry
Russians defend with 2 infantry
Japanese roll dice for 1 bomber, 2 fighters and 4 infantry in Sinkiang, round 2 : 2/7 hits, 2.33 expected hits
Americans roll dice for 2 infantry in Sinkiang, round 2 : 0/2 hits, 0.67 expected hits
2 infantry owned by the Russians lost in Sinkiang
Japanese win, taking Sinkiang from Americans with 1 bomber, 2 fighters and 4 infantry remaining. Battle score for attacker is 6
Casualties for Russians: 2 infantry
Non Combat Move - Japanese
1 infantry moved from Manchuria to Yakut S.S.R.
7 infantry moved from Manchuria to China
8 infantry moved from French Indo China to Sinkiang
1 aaGun moved from French Indo China to Sinkiang
10 infantry moved from Japan to Japan Sea Zone
10 infantry and 5 transports moved from Japan Sea Zone to French Indo China Sea Zone
10 infantry moved from French Indo China Sea Zone to French Indo China
1 transport moved from French Indo China Sea Zone to Japan Sea Zone
2 infantry moved from Japan to Japan Sea Zone
2 infantry moved from Japan Sea Zone to Manchuria
7 infantry moved from India to Sinkiang
1 armour moved from Manchuria to French Indo China
2 fighters moved from Sinkiang to French Indo China Sea Zone
1 bomber moved from Sinkiang to Manchuria
3 fighters moved from Persia to French Indo China
1 bomber moved from Persia to French Indo China
Place Units - Japanese
1 transport placed in Japan Sea Zone
14 infantry placed in Japan
Turn Complete - Japanese
Japanese collect 42 PUs; end with 42 PUs
Combat Hit Differential Summary :
Americans regular : -0.67
Japanese regular : -3.50
British regular : 0.67
J7.tsvg Axis: +10.09
Game History
Round: 4
Purchase Units - Russians
Russians buy 9 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 infantry moved from Yakut S.S.R. to Soviet Far East
Russians take Soviet Far East from Japanese
1 armour moved from Russia to East Europe
28 infantry moved from Karelia S.S.R. to East Europe
1 fighter moved from Karelia S.S.R. to East Europe
1 fighter moved from Novosibirsk to East Europe
4 infantry moved from Russia to Caucasus
2 armour moved from Novosibirsk to Caucasus
Combat - Russians
Battle in East Europe
Russians attack with 1 armour, 2 fighters and 28 infantry
Germans defend with 1 aaGun, 7 armour, 1 fighter and 14 infantry
Germans roll AA dice in East Europe : 0/2 hits, 0.33 expected hits
Russians roll dice for 1 armour, 2 fighters and 28 infantry in East Europe, round 2 : 8/31 hits, 6.17 expected hits
Germans roll dice for 7 armour, 1 fighter and 14 infantry in East Europe, round 2 : 7/22 hits, 7.67 expected hits
7 infantry owned by the Russians lost in East Europe
8 infantry owned by the Germans lost in East Europe
Russians roll dice for 1 armour, 2 fighters and 21 infantry in East Europe, round 3 : 8/24 hits, 5.00 expected hits
Germans roll dice for 7 armour, 1 fighter and 6 infantry in East Europe, round 3 : 6/14 hits, 5.00 expected hits
6 infantry owned by the Russians lost in East Europe
6 infantry owned by the Germans and 2 armour owned by the Germans lost in East Europe
Russians roll dice for 1 armour, 2 fighters and 15 infantry in East Europe, round 4 : 2/18 hits, 4.00 expected hits
Germans roll dice for 5 armour and 1 fighter in East Europe, round 4 : 2/6 hits, 2.33 expected hits
2 infantry owned by the Russians lost in East Europe
2 armour owned by the Germans lost in East Europe
Russians roll dice for 1 armour, 2 fighters and 13 infantry in East Europe, round 5 : 6/16 hits, 3.67 expected hits
Germans roll dice for 3 armour and 1 fighter in East Europe, round 5 : 2/4 hits, 1.67 expected hits
2 infantry owned by the Russians lost in East Europe
1 fighter owned by the Germans and 3 armour owned by the Germans lost in East Europe
Russians win, taking East Europe from Germans with 1 armour, 2 fighters and 11 infantry remaining. Battle score for attacker is 38
Casualties for Russians: 17 infantry
Casualties for Germans: 7 armour, 1 fighter and 14 infantry
Battle in Caucasus
Russians attack with 2 armour and 4 infantry
Germans defend with 5 infantry
Russians roll dice for 2 armour and 4 infantry in Caucasus, round 2 : 2/6 hits, 1.67 expected hits
Germans roll dice for 5 infantry in Caucasus, round 2 : 0/5 hits, 1.67 expected hits
2 infantry owned by the Germans lost in Caucasus
Russians roll dice for 2 armour and 4 infantry in Caucasus, round 3 : 1/6 hits, 1.67 expected hits
Germans roll dice for 3 infantry in Caucasus, round 3 : 0/3 hits, 1.00 expected hits
1 infantry owned by the Germans lost in Caucasus
4 infantry owned by the Russians and 2 armour owned by the Russians retreated to Russia
Germans win with 2 infantry remaining. Battle score for attacker is 9
Casualties for Germans: 3 infantry
Non Combat Move - Russians
1 infantry moved from Novosibirsk to Kazakh S.S.R.
2 fighters moved from East Europe to Karelia S.S.R.
1 fighter moved from Karelia S.S.R. to Russia
Place Units - Russians
6 infantry placed in Karelia S.S.R.
2 infantry placed in Russia
1 infantry placed in Karelia S.S.R.
Turn Complete - Russians
Russians collect 26 PUs; end with 26 PUs
Combat Hit Differential Summary :
Germans AA : -0.33
Germans regular : -2.33
Russians regular : 4.83
@VictoryFirst I think you are going to save this game for axis and allies. with all these added tools and features, the game will basically “teach” new players how to play by not letting them make mistakes. just like you said, its more fun when there are guard rails to help keep you from doing something wrong
@VictoryFirst NICE. And I’ll make sure to demonstrate this in the video.
@Darkpriorace My bad. Here it is:
Game History
Round: 31
Purchase Units - Japanese
Japanese buy 11 infantry and 2 transports; Remaining resources: 4 PUs;
Combat Move - Japanese
Turning on Edit Mode
EDIT: Changing ownership of Persia from British to Japanese
EDIT: Turning off Edit Mode
2 infantry moved from Yakut S.S.R. to Novosibirsk
1 fighter moved from Manchuria to Novosibirsk
1 fighter moved from Sinkiang to Novosibirsk
27 infantry moved from Sinkiang to Kazakh S.S.R.
3 bombers moved from French Indo China to India
1 armour moved from Sinkiang to India
2 bombers moved from French Indo China to Russia
3 bombers moved from Hawaiian Islands to West US
4 infantry moved from French Indo China to French Indo China Sea Zone
4 infantry and 2 transports moved from French Indo China Sea Zone to Red Sea Zone
1 infantry moved from Red Sea Zone to Syria Jordan
Japanese take Syria Jordan from British
1 infantry moved from Red Sea Zone to Italian East Africa
Japanese take Italian East Africa from British
1 infantry moved from Red Sea Zone to Syria Jordan
1 infantry moved from Red Sea Zone to Italian East Africa
2 infantry moved from Japan to Japan Sea Zone
2 infantry and 1 transport moved from Japan Sea Zone to Alaska Sea Zone
2 infantry moved from Alaska Sea Zone to Alaska
Japanese take Alaska from Americans
Combat - Japanese
Strategic bombing raid in West US
Americans roll AA dice in West US : 0/3 hits, 0.50 expected hits
Bombing raid in West US rolls: 4,6,2,5,6,1,3,2,3 and costs: 32 PUs.
Bombing raid costs 32 PUs
Strategic bombing raid in India
Bombing raid in India rolls: 2,2,2,5,2,4,6,2,3 and costs: 28 PUs.
Bombing raid costs 28 PUs
Strategic bombing raid in Russia
Russians roll AA dice in Russia : 1/2 hits, 0.33 expected hits
1 bomber owned by the Japanese killed by AA in Russia
Bombing raid in Russia rolls: 2,6,3 and costs: 11 PUs.
Bombing raid costs 11 PUs
Battle in India
Battle in Novosibirsk
Japanese attack with 2 fighters and 2 infantry
Russians defend with 1 infantry
Japanese roll dice for 2 fighters and 2 infantry in Novosibirsk, round 2 : 1/4 hits, 1.33 expected hits
Russians roll dice for 1 infantry in Novosibirsk, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Novosibirsk
1 infantry owned by the Russians lost in Novosibirsk
Japanese win, taking India from British, taking Novosibirsk from Russians with 2 fighters and 1 infantry remaining. Battle score for attacker is 1
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 infantry
Battle in Kazakh S.S.R.
Japanese attack with 27 infantry
Americans defend with 1 infantry
Japanese roll dice for 27 infantry in Kazakh S.S.R., round 2 : 5/27 hits, 4.50 expected hits
Russians roll dice for 1 infantry in Kazakh S.S.R., round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Americans lost in Kazakh S.S.R.
Japanese win, taking Kazakh S.S.R. from Russians with 27 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Non Combat Move - Japanese
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Japanese from India: 1 armour
EDIT: Adding units owned by Japanese to Persia: 1 armour
EDIT: Turning off Edit Mode
3 bombers moved from India to Madagascar
2 infantry moved from French Indo China to French Indo China Sea Zone
2 infantry and 1 transport moved from French Indo China Sea Zone to Red Sea Zone
1 infantry moved from Red Sea Zone to Syria Jordan
1 infantry moved from Red Sea Zone to Persia
2 infantry moved from French Indo China to India
1 aaGun moved from French Indo China to India
1 aaGun moved from Sinkiang to Kazakh S.S.R.
6 infantry moved from Manchuria to Yakut S.S.R.
1 aaGun moved from Manchuria to Yakut S.S.R.
1 armour moved from Manchuria to Sinkiang
3 infantry moved from China to Sinkiang
6 infantry moved from Japan to Japan Sea Zone
6 infantry and 3 transports moved from Japan Sea Zone to French Indo China Sea Zone
6 infantry moved from French Indo China Sea Zone to French Indo China
2 fighters moved from Novosibirsk to Sinkiang
1 bomber moved from Russia to French Indo China
3 bombers moved from West US to Hawaiian Islands
Place Units - Japanese
3 infantry placed in French Indo China
8 infantry placed in Japan
2 transports placed in Japan Sea Zone
Turn Complete - Japanese
Japanese collect 50 PUs; end with 54 PUs
Turning on Edit Mode
EDIT: Removing units owned by Japanese from French Indo China: 2 infantry
EDIT: Removing units owned by Japanese from French Indo China Sea Zone: 1 transport
EDIT: Adding units owned by Japanese to Hawaiian Islands: 2 infantry
EDIT: Adding units owned by Japanese to Hawaii Sea Zone: 1 transport
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Japanese regular : 0.17
Americans AA : -0.50
Russians regular : 0.33
Russians AA : 0.67
@VictoryFirst wait, actually that’s not right. I assumed that infantry cannot be loaded onto trucks and that EDIT is a must. my bad. I will try to load it like a transport and see how it works on this turn!
@VictoryFirst said in The_Good_Captain (Axis) vs. VictoryFirst (Allies) | North Africa, Rommel's Last Push:
Also, I noticed you used edit to move five infantry to Benghazi. Did you forget to move them with the truck or did it not work and you had to use edit?
That was me noticing I had a better move and fixing it after the fact. Not the fault of TripleA. That was the fault of the good captain, hah!
I used two gamey tricks only available in Axis and Allies Classic to do what I did on this turn:
armor can blitz through IC or AA. Rules Clarification last page, “A tank can blitz through an enemy territory with an AA gun and/or IC on it. Such a territory is NOT considered enemy occupied.”
a single transport can unload into two friendly territories during the NCM (in this case, I unloaded one infantry into Persia and the other into Syria) - Official FAQ (and example in the manual on page 16): "Q. Can a transport unload two infantry into two different territories?
A. Yes, but only during noncombat movement. Both territories need to be adjacent to the same sea
zone. "
And one gamey trick that is available in all versions but most players don’t seem to realize is an option.
@VictoryFirst #1 is not supported on the current version and I get an error when I try (not a big deal - might not be worth your time)
@gamerman01 #3 i forgot to mention this was a missed opportunity for you when you retook karelia
@Darkpriorace you have gotten in this one game more “culture shock” rules than any game I’ve played of classic with even seasoned players. It is like a weird “shotgun blast” of unique and weird rules that I have used/abused in this game with you. I hope this does not deter you from playing in the future and regardless of what happens, I will make you a personal video/brief review of this game when complete that only you will be able to watch. The silver lining to this is that there really aren’t that many more “surprises” the classic rules can produce to cause you pain. And you’ll be far more lethal in future games having now seen most all of them. All the same, I don’t feel all that great about it. I think you’re a solid player with a thick skin.
Game History
Round: 7
Purchase Units - Germans
Germans buy 12 infantry; Remaining resources: 0 PUs;
Combat Move - Germans
2 infantry moved from Ukraine S.S.R. to Caucasus
1 fighter moved from Ukraine S.S.R. to Caucasus
1 fighter moved from Germany to Caucasus
1 bomber moved from West Europe to Karelia S.S.R.
Combat - Germans
Strategic bombing raid in Karelia S.S.R.
Americans roll AA dice in Karelia S.S.R. : 0/1 hits, 0.17 expected hits
Bombing raid in Karelia S.S.R. rolls: 4 and costs: 4 PUs.
Bombing raid costs 4 PUs
Battle in Caucasus
Germans attack with 2 fighters and 2 infantry
Russians defend with 2 infantry
Germans roll dice for 2 fighters and 2 infantry in Caucasus, round 2 : 1/4 hits, 1.33 expected hits
Russians roll dice for 2 infantry in Caucasus, round 2 : 0/2 hits, 0.67 expected hits
1 infantry owned by the Russians lost in Caucasus
Germans roll dice for 2 fighters and 2 infantry in Caucasus, round 3 : 1/4 hits, 1.33 expected hits
Russians roll dice for 1 infantry in Caucasus, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Caucasus
Germans win, taking Caucasus from Russians with 2 fighters and 2 infantry remaining. Battle score for attacker is 6
Casualties for Russians: 2 infantry
Non Combat Move - Germans
1 bomber moved from Karelia S.S.R. to West Europe
1 fighter moved from Caucasus to Germany
1 fighter moved from Caucasus to Ukraine S.S.R.
9 infantry moved from East Europe to Ukraine S.S.R.
13 infantry moved from Germany to East Europe
1 armour moved from Ukraine S.S.R. to East Europe
1 armour moved from Ukraine S.S.R. to Germany
1 infantry moved from East Europe to Ukraine S.S.R.
1 infantry moved from Germany to East Europe
2 infantry moved from West Europe to Germany
Place Units - Germans
12 infantry placed in Germany
Turn Complete - Germans
Germans collect 36 PUs; end with 36 PUs
Combat Hit Differential Summary :
Americans AA : -0.17
Russians regular : -1.00
Germans regular : -0.67
J31.tsvg Allies: +52.49; you are an upstanding player and I haven’t nor would I think you’re a bad sport for taking a day or so to respond. That’s totally normal in fact. I have taken longer hiatuses. You’re a good dude.
@VictoryFirst said in L26 Classic The_Good_Captain (Axis+9) vs. VictoryFirst (Allies) - Now hopefully better dice for TGC!:
How did the dice statistic go from +7 to +11? You got some luck in Caucasus while I got some bad luck, but I don’t feel that explains the large increase in this number.
the number includes the recent German turn, the Russian turn before that and the USA turn before that.
Altogether, not a great result for the Allies by just the dice. By TUV, you’re okay bc you sank a battleship.