On Amazon UK, I was able to find the game sealed and shrink wrapped for only 130 pounds! This is compared to the normal (rounded up) 500 US dollar price on Ebay-I was able to ship it to a friend’s house in Scotland and from there sent to my place. Unfortunately that was the last copy, so I can’t help anyone else with this-still, keep looking and you should be able to find it eventually! It took me a long time, but I was able to find it!
Best posts made by SuperbattleshipYamato
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RE: Cheap way to get Axis And Allies 1914
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RE: O'Connor and Tripoli
I believe that they could have captured Tripoli-however, if Germany launched an all out Mediterranean campaign instead of Barbarossa, Germany would have been able to regain the initiative due to possibly an entire Panzer Army being sent to Libya, or if not possible, Tunisia (historically, Germany made quite good negotiations with Vichy France to get them to join the war on the Axis side, which only stopped after the failure of talks with Spain), crossing the Mareth Line. In the end, Germany would have won especially as they would not have needed to invade Crete (if the British did not move troops to Greece, they wouldn’t garrison men off Crete), allowing for an assault on Malta, and Hitler, summoning all of his “diplomatic strength”, would convince Franco to invade Gibraltar. In the end, the Suez would have fallen. And if the Panzer Army couldn’t reach Cairo, Hitler would also have been able to convince Turkey to join the Axis, or invade Cyprus, which either way, would allow Germany to move into Syria and Iraq, driving from the east to the Suez.
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Axis and Allies North Africa announced!
I’m so happy. I voted Stalingrad, but still we are getting a new Axis and Allies game. I’m sure Larry Harris passed the torch well. I hope that this community will like this game, and it won’t be controversial.
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RE: O'Connor and Tripoli
This is all true.
Firstly, it’s possible that Hitler could have restrained himself for the moment and go against the Mediterranean, a decision support by Raeder and Goring.
Secondly, the main reason Franco was so toxic was that before Hitler’s meeting with Franco, he sent Wilhelm Canaris, a secret member of the German resistance movement, to negotiate with Franco, and Canaris said that he though that Germany was going to lose the war and Hitler was planning to move to the east (it’s said that Hitler was actually going back and forth between the Mediterranean and the Soviet Union). If Hitler really committed to it, he would have been more forceful, and Franco would have relented, especially if the Battle Of Britain had not concluded yet. If Vichy France entered the war, Hitler might have been able to mediate between it, Italy, and Spain about North Africa.
Finally, a similar situation could have appeared with Turkey, where if Hitler really did everything possible to convince them, it might have worked out. If it didn’t, Germany could use their paratroopers (as they would not be beaten up at Crete, due to the British heading for Tripoli) to possibly take Cyprus, depending on the result of an airborne invasion of Malta. Due to no British intervention in Greece, there would have been no disaster at Cape Matapan, and Italy’s navy, along with a Luftwaffe not burdened with commitments on the Eastern Front, could have swept the waters around Cyprus (as likely as not), and launch an amphibious invasion if paratroopers alone can’t cut it. If Cyprus is taken, a leap into Vichy French Syria would be in order. From there, Germany can launch a massive offensive against the Suez Canal, which Britain cannot hold with an attack on two fronts. Additionally, Germany will have support from Iraq, which won’t be destroyed with direct aid from Germany and Italy.
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RE: Help with Overarching Axis Strategy (Ge, Ja, + It)
Welcome!
One thing to keep in mind is that the Axis only need to win on one side of the board.
This means, that if a Japanese strategy is good enough, even if Germany gets their butt kicked the Axis might still be able to win if Germany buys enough time for Japan to win.
It’s still risky, of course, as an increase in IPCs on the Europe board can translate to an increase in units in the Pacific, but it’s an option and a far more viable one than the equal version for the Allies.
Personally I’m not a fan of J1 or G1, but that is more out of principle than practicality.
I found this cool J1 video:
https://www.youtube.com/watch?v=fRi3aIsj8P8
Important note about this video:
There are some astericks in the video, and it is not explained what they mean. I have gotten information from the maker of the video what they are, however.
The only thing that can/will stop this J1 attack is if the Soviets stacked all 18 infantry in Amur.
In that case, both I and the maker of the video strongly advise not to do this strategy (I learned this the hard way, trust me, it’s painful to watch). I recommend, if the Soviets declared war, to attack that stack. Air units, landing back, can defend Jehol and Manchuria from the Mongolians.
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RE: What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?
I also have an idea for another Soviet national objective:
5 IPCs if the Soviet Union controls 6 Chinese territories. Theme: aid to the Chinese communists and establishment of a Communist Chinese government.
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An accurate version of Axis And Allies Global 1940
Now what I am looking for here are accurate mechanics for the game. This means that I can do anything whatever I want (within rules, of course) but such things such as logistics, public support and morale, climate and terrain, accurate territory IPC amounts and setup for all the powers and pilot training, among other things. Leave no question unanswered, and touch on every aspect of the game to make it historically accurate (perhaps improved convoy rules, to make Malta more important)? What I don’t want is to have rules that forces all the powers to only do the things and actions they did historically. Basically, I want the game to have as accurate a situation and mechanics, but allows both sides to come up with different strategies, whilst the Axis and Allies will be faced with the same problems (at the start of the game, at least) regardless of strategy (different rail networks across different countries, US isolationism, always weird to me that the US can declare war without an attack, but maybe that is accurate). I do not mind the game becoming over complicated with these new rules. As I don’t know how to do these rules, I humbly ask the community to come up with these new rules. Thank you everybody!
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RE: How to Play D-Day on TripleA
Amazing video! One of the most helpful videos you’ve ever made (and a lot of them have been extremely helpful). 👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍
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An interesting book I read:
Have you ever heard of the book called If The Allies Had Fallen? It examines many what ifs of World War 2, with all of them very grounded in reality. A lot of the chapters are written very differently, from basically scholarly analysis to what the history books would have said had the timeline changed in the way described. If you had read the book, what do you think? Thank you!
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RE: What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?
Oops, sorry! My mistake…
The reason I hoped to do 15 victory cities is that the Axis will have to build up a big navy, instead of just doing an all continental assault, perhaps we can make it a 13 victory cities required win, as that will require at least an Operation Sealion which, without a Japanese navy to worry about, the Americans and British can completely focus on the Atlantic, which will lead to epic naval battles.
I think you should make so if China has all it’s territories captured, and the Allies control Africa (excluding strict neutrals), that combined, should be a substitute for capturing an Axis capital-it still won’t be an easy fight.
Another insane idea that I have for you is to have the US join the Axis-how you will balance this is your choice (also, please tell me how many rounds it will take for the Axis to win with only the US with the Axis).
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Nuclear bomb addition for Axis And Allies Global 1940
I’m sure people have already done this a lot, but here is my own take on this:
All nations can start developing a nuclear bomb, except China.
Every turn for ten turns, a nation must pay 5 IPCs to be able to purchase the bomb.
Once it’s possible to purchase the bomb, it costs 40 IPCs to produce one. The unit is placed on the power’s capital’s industrial complex.
In order to move the unit in the Noncombat Phase, a strategic bomber, a cruiser, or a battleship can load the bomb, and move it to the desired destination.
If a ship containing the bomb is sunk, the bomb is destroyed with it.
If a territory containing a bomb is captured, the nation that captured the territory will control it.
Nuclear bombs do not defend, and cannot be taken as casualties in a battle.
In order to drop the bomb, the bomb must be in a territory containing a strategic bomber.
When the bomber arrives at it’s target destination, it is exposed to fighter intercepting like in a normal strategic bombing raid (use the attack and defence values from a normal strategic bombing raid for this air battle). After that, the bomb is dropped. This is what happens:
5 land units in the territory are destroyed.
Two sea units in a sea zone bordering the territory take one hit (a capital ship can take two hits if it is the only sea unit in a sea zone bordering the territory).
A major industrial complex is downgraded into a minor industrial complex (if there is no major industrial complex, another two land units in the territory are destroyed, or one sea unit in a sea zone bordering the territory takes one hit).
Two air bases, naval bases, or minor industrial complexes are destroyed (if there is no minor industrial complex, naval base, or air base, another two land units in the territory are destroyed, or one sea unit in a sea zone bordering the territory takes one hit).
All units destroyed are chosen by the player who dropped the bomb.
What do you think? I’m looking forward to your comments!
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What if France was connected to Britain via a land link?
Soon after the Battle Of France, Hitler is informed by the Devil that on the day that when Operation Sealion begins, a massive land bridge (stretching from Pas-De Calais to the western edge of Normandy) connecting France to Britain will magically appear. With this information, Hitler immediately orders the suspending of Luftwaffe operations over Britain to conserve aircraft for the invasion (that way, if pilots are shot down, there is more of a chance for them to be recovered). This information is not found out via Ultra, and Hitler informs only his top generals, admirals, and Luftwaffe officers of this information. No civilian cargo ships are converted to transports, the resources used for the conversion used to produce additional army equipment.
With the striking power of the entire German army catching the British by surprise, could Germany have won the war? Thank you!
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RE: What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?
@superbattleshipyamato123
Here are the ground forces comparison (Italy, Britain, Japan, ANZAC, and France, or Allies to China, Germany and the Soviet Union, or Axis):
Infantry: 101 to 98 (in favour of the Allies)
Tanks: 8 to 11 (in favour of the Axis)
Artillery: 22 to 11 (in favour of the Allies)
Mechanised infantry: 5 to 6 (in favour of the Axis)
Anti aircraft artillery: 18 to 12 (in favour of the Allies)
Total ground units (Allies to Axis): 153 units to 138 units (in favour of the Allies)
Total IPCs in ground units (Allies to Axis): 545 IPCs to 488 IPCs (in favour of the Allies)
Adding the US adds another 8 infantry, one tank, three mechanised infantry, two artillery, and four anti aircraft artillery, or 70 IPCs worth of ground units.
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Crazy idea for Axis And Allies 1940 second edition
How would the game proceed if France has the first turn? Germany goes after that, and Soviet Union after that, and so on. To balance this, Germany has “Tiger 1” units-the pieces are from the 1941 game (the pieces are out of stock on the Historical Board Gaming website, but the 1941 game isn’t too hard to find). They can be produced on Germany’s fifth turn.
Tiger 1 unit statistics:
Attack: 4
Defence: 4
Move: 1
Cost: 8 IPCs
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RE: Biggest gun battle ever
Thank you for responding!
The Monster was not a tank-it was a planned self propelled gun, with the main gun being the Schver Gustav, the largest artillery piece ever, requiring 2000 people to use. It was only ever used as a railway gun. The Monster would have allowed it to move anywhere. This is why I did not put “tank” in the title.
Your post was awesome! Keep up the good work!
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RE: Axis And Allies spring 1941, spring 1942, spring 1943, and spring 1944 setup for Axis And Allies 1940 game board
Actually, there is a Spring 1941 game using the Axis And Allies 1940 board! I didn’t know about Oztea’s game until yesterday. I also found one for 1942 by someone else.
Still, I hope the community has some ideas about a 1943 or 1944 game using the 1940 board. Any ideas? Thank you!
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Let’s make the Axis And Allies Global 1940 Expansion Rules even more accurate!
Not taking anything away from you The Captain, but whilst the new units and other mechanisms in your House Rules Expansion are historically accurate, some parts of how they work aren’t historically accurate. This is not meant to be balanced as I haven’t playtested this. It is purely for historical accuracy.
First, let’s talk about Waffen-SS units. The number limit is alright, due to the Heer not allowing too many Waffen-SS units competing for resources. However, they shouldn’t be made available by upgrading regular Heer units. Instead, they should be mobilised by simply buying them. The cost is basically all the regular units prices plus the original Waffen-SS upgrade price (for example, a Waffen-SS infantry is basically 4 IPCs), and have them still placed in Berlin. As mentioned before in other topics, Waffen-SS armies and Oberst-Gruppenfuhrer units should not exist, due to the Heer not allowing the Waffen-SS to form units as large as field armies. E-100 tanks should instead be called Waffen-SS Tiger 2 tanks. E-100 was just another planned tank like the Maus and was not purely exclusive to the Waffen-SS (and the Heer would have wanted most of the early production models anyway). Waffen-SS panzer units should be allowed in Panzer Armies-just take a look at the order of battle of the Fourth Panzer Army at the Battle Of Kursk:
https://en.wikipedia.org/wiki/Battle_of_Kursk_order_of_battle
To end this topic, Waffen-SS units should be allowed to go overseas, as there were plans to:
https://en.wikipedia.org/wiki/Operation_Sea_Lion_order_of_battle
Second, units such as Landing Craft, Carrier Based Fighters, or Super Heavy Battleships shouldn’t be limited in numbers or the amount of nations that could produce them, and there shouldn’t be units such as Heavy Bombers, Paratroopers, US Armoured Infantry, German Panzer Grenadiers, Type XXI U-boats, or Messerschmitt Me 262 jet fighters existing, as these are units that could be gained by Research And Development. Landing Craft should not be restricted to being produced in capitals.
Third, Soviet (not Russian) Guard Infantry should be upgraded the same way Waffen-SS units in the original House Rules Expansion were, paying 1 extra IPC to upgrade a normal infantry into a Guard Infantry. The number limit should stay the same.
Fourth, Defensive Fortifications should be allowed anywhere. If the Soviet Union wants to build the Molotov Line or Stalin Line, they should be allowed to. They can be built along territory borders.
Fifth, Lend-Lease should be shown as the Western Allies being able to give a certain amount of IPCs to the Soviet Union each turn if certain requirements are fulfilled (Vladivostok is open, the Persian Corridor is open, and other things). The reasoning is that the Soviet Union would never have allowed Western Allies crews to simply operate on Soviet territory, even if they were incorporated into the Soviet chain of command.
Sixth, the new ships found in Increased Shipbuilding should be able to act like all other ships-they can go anywhere on the board. There is no historical basis that they have to be chained to the Pacific.
Seventh, Elite Infantry should cost more-not 4 IPCs, but probably 3 for 11 IPCs, to represent the increased training and better equipment these units receive.
Eighth, there shouldn’t be a limit on the amount of Panzer Armies a nations can have, or which nations can have it-just because Japan never formed one doesn’t mean they weren’t allowed to-it was solely their choice.
Ninth, US Marine units should be purchased, not upgraded-they should cost 4 IPCs. This does not apply to British Commando units, as they were composed of members drawn from the British Army (and other branches), unlike the Marines, which was it’s own branch of service. The number limit seems to work for the US Marines, due to the Army competing with them.
Tenth, the starting incomes for the respective nations should be adjusted for the increased income that the islands produce-there is no historical evidence that they suddenly had an increase in production in Early 1941.
Eleventh, the Soviet Tank Mass Production should not be limited so that you can only mass produce tanks once per turn-they should also not be only placed in Moscow, but all tanks of each batch should be placed on the same industrial complex.
Twelfth, Soviet Army Corps should be renamed Field Army-otherwise, it’s the same function, but there shouldn’t be a limit on them.
Thirteenth, there shouldn’t be a limit in the amount of Soviet Partisans, King Tiger 2 tanks, Vokssturm, British Commandos, or Rockets that exist.
Fourteenth, all Industrial Complexes, Naval Bases, Air Bases, and Underground Industrial Complexes should be able to be destroyed at the cost of 4 IPCs for destroying each one. The Major Industrial Complex in the territory Moscow should be able to move.
Fifteenth, Home Defence should be changed so that both Britain and Japan, instead of units defending at a higher number, Japan and Britain should receive 5 extra infantry the first time the homeland is invaded. These 5 infantry cannot move out of the home islands (for Britain, this also includes Scotland, but not Eire).
Sixteenth, up to 6 landmines should be able to be carried on transports. 3 landmines take up as much space at one infantry unit. Also, up to 3 landmines should take up one space in an industrial complex.
Seventeenth, British Commandos should be allowed to retreat from an amphibious assault onto the offloading transports-this does not apply to British Commando units attacking overland in conjunction with an amphibious assault (in other words, the British Commando unit must have come from a transport).
Eighteenth, the Capital Warships Taking Damage rule, the Non-Aggression Pact rule, and US Heavy Transports shouldn’t exist.
Nineteenth, US National Guard units should be mobilised regardless of how the US entered the war.
Twentieth, Strategic Rail Capacity should be done differently-instead of each nation having a certain railway movement capacity, the railway capacity in each territory should be determined by the amount of railways in each territory that were historically there. Railway tracks can be built, and can be bombed (damage works like air bases and naval bases).
Twenty first, Rockets should also only move one space-I doubt that Katyusha Rockets coud attack Polesti from Baku, nor could Germany’s Nebelwerfer rockets hit London from Bordeaux-the V-1 and V-2 rockets are represented by the Rockets breakthrough in Research And Development, and being able to move two spaces is like the V-4, a cross channel gun that could hit London from Pas De Calais, and the V-4 was never built. To end this part, Germany should be able to buy rockets from the start of the game, and all nations should be able to buy them, representing rocket artillery. Rockets should take up the same space in an industrial complex as most other units.
Twenty second, Heavy Industry should not exist either, due to the Increased Factory Production already existing, but Heavy Industry for air bases should stay.
Twenty third, Research And Development should not be delayed until a certain date. Just because Germany did not build and use V-1 and V-2 rockets until 1944 didn’t mean they couldn’t develop and deploy them earlier-it was simply an allocation of resources.
Twenty fourth, D-Day should be allowed to happen at any time, as a joint landing could have happened as early as 1942 (and actually had a good chance of succeeding, ending the war earlier, and bringing the Allies much farther east):
https://en.wikipedia.org/wiki/Operation_Sledgehammer
Finally, Total War should be activated whenever players should like to- how it was historically was that the German player (Hitler) only decided to do it in Early 1943, and the Japanese player just never thought of it. The US and Soviet Union players activated this feature when they were attacked, of course.
Final note: E-100 tank units should instead be called Waffen-SS Tiger 2 tank units. E-100 was a big tank that was planned (like the Ratte, but much, much smaller) but never built. Most likely the Heer would actually have received it first due to the bitter rivalry between the Heer and Waffen-SS.
As I said, I know The Captain spent a lot of time making his rules balanced, and maybe nobody will use these, but this is just an idea to make this very historically accurate, even if it’s not balanced (sadly, it seems no one, not here, not Larry, could find a way to make it perfectly balanced and historically accurate).
Credits to The Captain for creating a base for my ideas!
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RE: What if japan invaded the Soviet Union (alternative history scenario)?
I read that, and is one of my sources. Funny enough, KaLeu put a link to Quora asking the same question, and one of the answers just copied and pasted the article you sent me.
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RE: What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?
Nope! My house rules are intended to be as historically accurate as possible, and even with the house rules mentioned here, I tried to make the side switched plausible, and the rules realistic-of course, sometimes I just like to mess with the rules, like these rules:
Crazy Axis And Allies side switch.pdf
Also, welcome to the forum!