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.
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
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.
Optional Rules for balance
Experienced players sometimes find that it’s too easy for the Entente to win. If the Entente is winning too often, use some or all of the following changes:
The Russian Revolution rule is no longer considered optional.
USA starts with zero IPCs and is at war on the beginning of USA turn 5 (unless attacked first).
The invasion of neutral territories that did not start the game aligned is not permitted [Exception: Persia].
Dardanelles Rule: Though movement into SZ 20 is allowed, passage through SZ 20 is not unless you or a power from your side controls Constantinople. Amphibious assaults against Ankara and Mesopotamia is no longer permitted unless the attack originated from SZ 21 or if you or a power from your side controls Constantinople.
The boarder between SZ 17 and SZ 18 now exists from the boot heel of Naples to the Greece/Albania boarder.
Make the following setup adjustment for Italy. Rome and Piedmont should each have three infantry (not six) and two artillery.
*If the above changes are made and its still too easy for the Entente to win, agree (or bid) on the removal of an amount of Russian ARTILLERY from their at start setup (as of 03/08/2024, I recommend the removal of 6-8 Russian artillery - yes, the game appears to be THAT imbalanced).
A review of two older ‘third party’ variants for Axis and Allies that deserve more respect than they get: https://www.youtube.com/watch?v=lsm4is72-sc
@Central-Powers-boss With all love and respect for folks who actually play the game, I feel strongly that if your opponent’s lost as the Entente and you guys were playing an out of box game, then they were extraordinarily unlucky or extraordinarily inexperienced or both.
I could be wrong, but I’ve played over 150 games of 1914 in the last three years against at least 15 different opponents and not only never lost as the Entente but never came close to losing. That doesn’t mean there isn’t something we all missed and of course I extend an open invitation to play as many games as you like that one or both of us might be better players for it.
My opening comments on this game as a player only (I helped with playtesting but can’t discuss that part). The intent here is to manage the expectations of new owners and to help those on the fence make a decision regarding purchasing this fine game:
@gamerman01 said in Gamerman01 v TheGoodCaptain (+8) Loser bracket final:
I was unable to post the finished turn, and I went to my MARTI folder to make sure I was online, play by forum…
My last MARTI e-mail is 11/25, I guess that’s “only” 11 days ago and sometimes there are big delays. I made a test roll in a different game and it didn’t come through.
Anyway, I know I was in play by forum mode, the dice surely were live, and since I can’t conveniently post from TripleA right now, I upload the save file.
Sorry about the delay, thanks for your patience
You don’t have to worry about proving you were on the server. I know you were because when I open the file and select “play by email”, the emails populate and do not require that I put them in. If you had not been on the server, the file would have saved such that I would have to input the emails. Otherwise, yes - it randomly takes days for the dice to show up many times. I hope you didn’t waste too much time on that. No worries on any delay.
Game History
Round: 9
Purchase Units - Japanese
Japanese buy 1 armour, 8 infantry and 2 transports; Remaining resources: 0 PUs;
Combat Move - Japanese
2 infantry moved from Manchuria to Yakut S.S.R.
1 fighter moved from Manchuria to Yakut S.S.R.
2 infantry moved from Sinkiang to Kazakh S.S.R.
1 fighter moved from Sinkiang to Kazakh S.S.R.
1 infantry moved from India to Persia
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
2 infantry moved from Red Sea Zone to Syria Jordan
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
2 infantry moved from Red Sea Zone to Syria Jordan
1 infantry moved from French Indo China to French Indo China Sea Zone
1 infantry and 1 transport moved from French Indo China Sea Zone to Red Sea Zone
1 infantry moved from Red Sea Zone to Italian East Africa
Japanese take Italian East Africa from British
2 battleships moved from French Indo China Sea Zone to Red Sea Zone
1 fighter moved from Sinkiang to Persia
1 fighter moved from India to Persia
1 bomber moved from Sinkiang to Syria Jordan
2 bombers moved from India to Syria Jordan
1 fighter moved from India to Syria Jordan
Combat - Japanese
Battle in Yakut S.S.R.
Japanese attack with 1 fighter and 2 infantry
Americans defend with 1 infantry
Japanese roll dice for 1 fighter and 2 infantry in Yakut S.S.R., round 2 : 0/3 hits, 0.83 expected hits
Russians roll dice for 1 infantry in Yakut S.S.R., round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 fighter and 2 infantry in Yakut S.S.R., round 3 : 2/3 hits, 0.83 expected hits
Russians roll dice for 1 infantry in Yakut S.S.R., round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Americans lost in Yakut S.S.R.
Japanese win, taking Yakut S.S.R. from Russians with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Battle in Syria Jordan
Japanese attack with 3 bombers, 1 fighter and 4 infantry
British defend with 5 infantry
Japanese roll dice for 2 battleships in Syria Jordan, round 2 : 1/2 hits, 1.33 expected hits
Japanese roll dice for 3 bombers, 1 fighter and 4 infantry in Syria Jordan, round 2 : 5/8 hits, 3.17 expected hits
British roll dice for 5 infantry in Syria Jordan, round 2 : 1/5 hits, 1.67 expected hits
1 infantry owned by the Japanese lost in Syria Jordan
5 infantry owned by the British lost in Syria Jordan
Japanese win, taking Syria Jordan from British with 3 bombers, 1 fighter and 3 infantry remaining. Battle score for attacker is 12
Casualties for Japanese: 1 infantry
Casualties for British: 5 infantry
Battle in Persia
Japanese attack with 2 fighters and 1 infantry
British defend with 1 infantry
Japanese roll dice for 2 fighters and 1 infantry in Persia, round 2 : 2/3 hits, 1.17 expected hits
British roll dice for 1 infantry in Persia, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the British lost in Persia
Japanese win, taking Persia from British with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in Kazakh S.S.R.
Japanese attack with 1 fighter and 2 infantry
Russians defend with 1 infantry
Japanese roll dice for 1 fighter and 2 infantry in Kazakh S.S.R., round 2 : 1/3 hits, 0.83 expected hits
Russians roll dice for 1 infantry in Kazakh S.S.R., round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Kazakh S.S.R.
1 infantry owned by the Russians lost in Kazakh S.S.R.
Japanese win, taking Kazakh S.S.R. from Russians with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 infantry
Non Combat Move - Japanese
1 fighter moved from Syria Jordan to Red Sea Zone
2 fighters moved from Persia to India
1 fighter moved from Kazakh S.S.R. to Red Sea Zone
3 bombers moved from Syria Jordan to India
1 fighter moved from Yakut S.S.R. to Manchuria
2 infantry moved from Manchuria to China
6 infantry moved from China to Sinkiang
2 infantry moved from French Indo China to India
1 infantry moved from French Indo China to Sinkiang
1 armour moved from Manchuria to Sinkiang
3 armour moved from Sinkiang to India
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 transports moved from French Indo China Sea Zone to Japan Sea Zone
4 infantry moved from Japan to Japan Sea Zone
4 infantry moved from Japan Sea Zone to Manchuria
1 carrier and 1 submarine moved from French Indo China Sea Zone to Red Sea Zone
Place Units - Japanese
1 armour and 8 infantry placed in Japan
2 transports placed in Japan Sea Zone
Turn Complete - Japanese
Japanese collect 46 PUs; end with 46 PUs
Combat Hit Differential Summary :
Japanese regular : 2.83
Russians regular : 0.00
British regular : -1.00
Game History
Round: 9
Purchase Units - Germans
Germans buy 9 infantry; Remaining resources: 2 PUs;
Combat Move - Germans
1 infantry moved from Ukraine S.S.R. to Caucasus
Germans take Caucasus from Russians
1 infantry moved from Germany to East Europe
1 infantry moved from South Europe to East Europe
1 fighter moved from Germany to Libya
4 fighters moved from West Europe to Libya
Combat - Germans
Battle in Libya
Germans attack with 5 fighters
British defend with 3 fighters
Germans roll dice for 5 fighters in Libya, round 2 : 2/5 hits, 2.50 expected hits
British roll dice for 3 fighters in Libya, round 2 : 2/3 hits, 2.00 expected hits
2 fighters owned by the Germans lost in Libya
2 fighters owned by the British lost in Libya
Germans roll dice for 3 fighters in Libya, round 3 : 2/3 hits, 1.50 expected hits
British roll dice for 1 fighter in Libya, round 3 : 1/1 hits, 0.67 expected hits
1 fighter owned by the Germans lost in Libya
1 fighter owned by the British lost in Libya
Germans win with 2 fighters remaining. Battle score for attacker is 0
Casualties for Germans: 3 fighters
Casualties for British: 3 fighters
Battle in East Europe
Germans attack with 2 infantry
British defend with 1 infantry
Germans roll dice for 2 infantry in East Europe, round 2 : 0/2 hits, 0.33 expected hits
British roll dice for 1 infantry in East Europe, round 2 : 0/1 hits, 0.33 expected hits
Germans roll dice for 2 infantry in East Europe, round 3 : 0/2 hits, 0.33 expected hits
British roll dice for 1 infantry in East Europe, round 3 : 0/1 hits, 0.33 expected hits
Germans roll dice for 2 infantry in East Europe, round 4 : 1/2 hits, 0.33 expected hits
British roll dice for 1 infantry in East Europe, round 4 : 0/1 hits, 0.33 expected hits
1 infantry owned by the British lost in East Europe
Germans win, taking East Europe from British with 2 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Non Combat Move - Germans
6 armour and 50 infantry moved from Ukraine S.S.R. to Caucasus
2 fighters moved from Libya to Anglo Sudan Egypt
1 armour moved from Germany to West Europe
Place Units - Germans
9 infantry placed in Germany
Turn Complete - Germans
Germans collect 31 PUs; end with 33 PUs
Combat Hit Differential Summary :
Germans regular : 0.00
British regular : -0.67
G9.tsvg Axis: +1.20
Game History
Round: 3
Purchase Units - Americans
Americans buy 1 fighter, 4 infantry and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 destroyer and 1 submarine moved from British Convoy 2 Sea Zone to Strait of Gibraltar Sea Zone
1 destroyer moved from Denmark Strait Sea Zone to Soviet Convoy Sea Zone
1 bomber moved from United Kingdom to Soviet Convoy Sea Zone
1 fighter moved from Finland to Soviet Convoy Sea Zone
1 artillery and 1 infantry moved from United States to U.S. Eastern Coast Sea Zone
1 artillery, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone
1 artillery and 1 infantry moved from South Atlantic Sea Zone to Morocco
Americans take Morocco from Germans
Combat - Americans
Turning on Edit Mode
EDIT: Removing units owned by Germans from Strait of Gibraltar Sea Zone: 1 submarine
EDIT: Removing units owned by Americans from Strait of Gibraltar Sea Zone: 1 submarine
EDIT: Removing units owned by Germans from Soviet Convoy Sea Zone: 2 submarines
EDIT: Removing units owned by Russians from Soviet Convoy Sea Zone: 1 submarine
EDIT: Changing ownership of Soviet Convoy Sea Zone from Germans to Russians
EDIT: Turning off Edit Mode
Battle in Soviet Convoy Sea Zone
Americans attack with 1 bomber, 1 destroyer and 1 fighter
Battle in Strait of Gibraltar Sea Zone
Americans attack with 1 destroyer
Non Combat Move - Americans
1 aaGun and 5 infantry moved from United States to U.S. Eastern Coast Sea Zone
4 infantry and 2 transports moved from U.S. Eastern Coast Sea Zone to Atlantic Sea Zone
4 infantry moved from Atlantic Sea Zone to United Kingdom
1 aaGun, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone
1 aaGun and 1 infantry moved from South Atlantic Sea Zone to Morocco
1 fighter moved from United Kingdom to Norway
1 bomber moved from Soviet Convoy Sea Zone to United Kingdom
1 fighter moved from Soviet Convoy Sea Zone to Norway
Place Units - Americans
1 fighter and 4 infantry placed in United States
2 transports placed in U.S. Eastern Coast Sea Zone
Turn Complete - Americans
Americans collect 41 PUs; end with 41 PUs
@kwaspek104 …pays to know the rules. I lose the russian sub.
@kwaspek104 dead german subs return fire [dice 2d6]
@kwaspek104 dead german sub returns fire in Gibraltar [dice 1d6]