I was really glad someone asked because we had a similar question since USSR just did its T1 of our first game. Had to edit my post about 3 times because I was searching the rules and setups while I was replying. All’s well that end’s well 😄
For G36 latest (v1.2) rules regardless of 36 or 39 start it is the same. There is no ‘activating’ of units or rolling for units. Minors align with or are controlled by a major power. Table 4-4 Alignment Sphere of Influence (p.21) describes who and how:
Nations Align with the Allies if the Axis declare war on them.
Nations come under Allied Control if they are Attacked by the Axis but the Attacking power is not at war with the Allies.
US gets all minor powers in the western hemisphere.
The British Commonwealth gets all the rest.
Nations Align with the Axis if the Allies or USSR declare war on them.
Nations come under Axis Control if they are Attacked by the Allies or USSR but the Attacker (Allies or USSR) is not at war with the Axis.
Japan gets Siam and Mongolia***.
Germany gets all the rest.
Mongolia and Republican Spain (if they won) Align with the USSR if any other nation declares war on them.
These two come under USSR Control if they are Attacked by anyone but the USSR is not at war with the attacker.
***Not specified in the rules but the only option that makes historical sense.
In addition, there are Special Alignment Conditions for over a dozen countries that are outlined on p.22-23, but Greece and Yugoslavia are not among them. So
Also take into account are you playing with the " Advanced Carrier rules" or not because that will factor into what you may or may not be able to do … It is located towards the end of the rule book. I tend to play with the Advanced Rules because it helps clear up any wishy washy problems that pop up
All planes must take off and land in a zone that contains a friendly air base. So yes they cost 3 icp’s but don’t get the bonus move. Cheaper price is for all the air bases you will need to fly planes anywhere.
Other wise they cost 15 icp’s if you don’t use thee Optional rule.
There are three things that affect strategy. You and your opponents/teammates, the setup, and the dice.
Because there is no affect of dice G1 for instance, the only factors are you and the setup. This comes down to the fact that the setup offers some moves and you pick the best one.
I don’t know if anyone here has STEAM, but if you do, and you have Tabletop Simulator, there are a bunch of Axis&Allies games in the workshop. The most complete looking one is the G40 one - I would love to be able to play online with some one there.
The option to adjust time between AI’s movement is actually at ‘Game’ > ‘AI Pause Duration’ and is the milliseconds between moves. It does persist across sessions and save games.
That being said using the history panel is even better since you can review and click through moves as many times as you’d like. To show the history panel just go to ‘Game’ > ‘Show History’ and to hide it go to ‘Game’ > ‘Show Current Game’.