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    Topics created by Okselce

    • O

      New 1914 Variant

      House Rules
      • • • Okselce
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      How did you edit the map?

    • O

      Game aids for Second Edition?

      Axis & Allies 1942 2nd Edition
      • • • Okselce
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      The files were finally approved. Here’s what I posted in the BGG forum:

      I recently uploaded to the BGG files area the following player aids and helper files for Axis & Allies 1942 2e:

      Setup and Profile Cards:
      Setup (front) and unit profiles (back) for each nation that are easier to read than the ones included with the game. This file is meant to be printed on 5 double sided sheets, one for each nation.

      Player Aid with Sea Profiles:
      A player aid containing pictures of each sea unit profiles, order of play, turn phases, combat sequence, victory conditions, and a color coded stacking chip chart. This file is meant to be printed on both sides of one sheet of paper.

      Player Aid with Unit Profiles:
      A player aid containing unit stats, order of play, turn phases, combat sequence, victory conditions, and a color coded stacking chip chart. The back contains the unit profile chart from the manual. This file is meant to be printed on both sides of one sheet of paper.

      Victory City Flags:
      A collection of Victory City flags. These can be used to create stands to show which side controls each victory city. I printed them on label paper and folded the flag around some small posts to create small flag standies to place on the board.

      Enjoy!

    • O

      Our global 1940 variant

      Other Axis & Allies Variants
      • • • Okselce
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      Also some additional rules

      All the same rules from Axis & Allies 1942 Second Edition apply, but there are some changes:

      ORDER OF PLAY

      Germany France Japan China Italy United Kingdom
      and after they join: The Netherlands (in war with Germany and Italy but passive until the war with Japan) United States (neutral at the beginning) Soviet Union (neutral at the beginning)

      ADJACENT TERRITORIES

      The following is a list of what territories and sea zones are adjacent between the east and west edges of the map:
      Alberta/Saskatchewan/Manitoba territory is adjacent to Western Canada.
      Central United States is adjacent to Western United States.
      Southeastern Mexico is adjacent to Mexico.
      SZ 11 adjacent to SZ 64.
      SZ 28 adjacent to SZ 64.
      SZ 51 adjacent to SZ 64, 65 and 66.
      SZ 52 adjacent to SZ 66.
      SZ 64 adjacent to SZ 11, 28, and 51.
      SZ 65 adjacent to SZ 51.
      SZ 66 adjacent to SZ 51 and 52.

      RESISTANCE MOVEMENTS

      If the Allies free a French territory in Europe, two additional infantry of the French Resistance join them for each of the three territories (only once per game).
      If the Allies free Norway, two additional infantry of the Norwegian Resistance join them (only once per game).
      If the Allies free Yugoslavia, three additional infantry of the Yugoslav Resistance join them (only once per game).
      If the Allies free Greece, two additional infantry of the Greek Resistance join them (only once per game).
      If the Allies free Holland Belgium, one additional infantry of the Netherlands Resistance joins them (only once per game).
      If the UK or USA forces free Poland, four additional infantry of the Polish Resistance join them (only once per game).
      If the Axis powers occupy the Baltic States, 1 infantry units of the Baltic Resistance joins them.
      If the Axis powers free Ethiopia, 2 Italian Resistance infantry units join them.

      GAME DURATION

      The gameplay is shortened in the following manner: Each player has 5 minutes for the Purchase & Repair units and the Combat Move Phase.
      UNIT PROFILES

      The units characteristics are the same as those in Axis & Allies 1942 Second Edition. New units are:

      Minor Factory – can produce only 1 unit per turn. Minor Factories represent relics and cannot be purchased during the game. All other characteristics are same as those of an Industrial Complex.

      Fortifications – can be purchased for 15 IPCs and they cover only one border with one adjacent territory or sea zone. They increase the defensive capabilities on infantry units from 2 to 3. If a territory with fortifications is captured by the enemy they are destroyed.

      ADDITIONAL CLARIFICATIONS

      Neutral countries are invited to war during the Purchase units phase (and they join the fight immediately – in case of USA, the Netherlands and Soviet Union later during the same turn).

      Wars are declared and surprise attacks are made in the Combat Move phase.

      At the beginning of the game the Allies are: UK, France and the Netherlands. If Japan attacks for example the Netherlands it automatically means war with the other Allies. China joins the Allies when Japan goes to war with them. USA joins the Allies if it is in war with Germany or Japan.

      VICTORY CONDITIONS

      The Allies start with 14 and the Axis with 5 victory cities.

      The game ends after the 7th turn (short game) or after the 10th (long game). If the Axis powers don’t achieve victory by then, it is considered to be a victory for the Allies. The Allies can also win if they at any point control Berlin, Rome and the Okinawa island (or Tokyo instead of Okinawa). In that case the game ends instantly.

      The Axis powers can win under following conditions:

      The Axis control 12 out of 19 victory cities (and have control over their own capitals) – the game ends instantly when the 12th city falls.

      OR

      The Axis control London, Moscow and Calcutta (or any USA victory city or Sydney instead of Calcutta) at any point and have control over their own capitals – the game ends instantly.

      NEUTRAL POWERS

      All neutral territories can be accessed by Axis or the Allies, but it is considered as an act of war (occupation). For example the UK player may occupy Persia in order to attack Iraq or connect with the Soviet Union forces. The following are the defensive capabilities of each neutral state:

      EUROPE

      Sweden: 6 infantry, 1 fighter
      Finland: 4 infantry, 1 tank (can join the Axis)
      Switzerland: 2 infantry
      Eire: 1 tank
      Yugoslavia: 5 infantry, 1 artillery, 1 tank, 1 fighter (can join the Allies)
      Greece: 4 infantry, 2 artillery (can join the Allies)
      Bulgaria: 4 infantry, 1 tank (can join the Axis)
      Spain: 6 infantry, 2 tanks, 1 fighter and none in Rio de Oro  (can join the Axis)
      Portugal: 2 infantry + 2 infantry in Mozambique and Angola, and none in Portuguese Guinea (can join the Allies)

      AFRICA

      Liberia: None
      Sierra Leone: None

      ASIA

      Turkey: 8 infantry, 2 tanks (can join the Allies)
      Iraq: 3 infantry (can join the Axis)
      Saudi Arabia: 2 infantry (can join the Allies)
      Persia: 2 infantry and none in Northwest Persia and Eastern Persia
      Mongolia (can join the Allies)
      Ulaanbaatar: 1 infantry, 1 artillery
      Buyant-Uhaa: 2 infantry
      Olgiy: 2 infantry
      Dzavhan: 1 infantry

      SOUTH AMERICA

      Brazil: 3 infantry, 2 tanks, 1 fighter (can join the Allies)
      Argentina: 4 infantry, 1 tank, 1 fighter (can join the Axis and the Allies)
      Paraguay: 1 infantry, 1 artillery (can join the Axis and the Allies)
      Bolivia: 1 infantry (can join the Axis and the Allies)
      Chile: 2 infantry, 1 tank (can join the Axis and the Allies)
      Peru: 1 infantry, 1 artillery
      Ecuador: 1 infantry (can join the Allies)
      Colombia: 1 infantry (can join the Allies)
      Venezuela: 2 infantry (can join the Allies)
      Uruguay: None

      AXIS ALLIES 2.jpg

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