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While the classic Avalon Hill board game 'Axis & Allies' has enjoyed a number of computer game conversions throughout the years, this 2004 version from Kohan developer TimeGate Studios is the first to translate the World War II turn-based strategy for real-time play. The game features two dozen single-player scenarios in all. There are 12 missions in which players control the Allied forces, through a linear campaign that follows the history of the war. In control of the Axis powers, players faces 12 additional scenarios, which present an alternate reality in which the Allies are ultimately defeated.

In addition to the real-time play of the main campaigns, Axis & Allies also offers a 'World War' mode, which is turn-based and may be played similarly to the original board game. When forces meet on the map, battles can be resolved by the computer or in real-time play. Real-time battlegrounds are dynamically generated, based on the actual environments of the locations in which they are set on the world map.

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Borrowing a few innovative concepts from the Kohan series, Axis & Allies has players controlling their troops in groups, and managing warfare from the position of a 'master strategist.' Instead of continually clicking to assign individual soldiers to attack individual targets, players assign orders to whole companies of soldiers, to conquer an entire enemy group or take over a town. Of course, real-world tactics become even more important in this kind of gameplay. Also as in the Kohan games, troops may be lead by powerful 'General' characters, who bring bonuses to the soldiers under their command and gain new powers as they successfully progress through the campaign.

Timegate Studios, responsible for the magnificent Kohan 2: Kings of War, also put out this WWII based RTS late last year. Those of you who played through Kohan 2 will likely have no trouble diving right into this title as the gameplay design is virtually identical to that of Kohan 2. Those of you who read my review of Kohan 2 will remember that I awarded it with an eight out of ten. Although the game design is basically the same, something is lost in the translation to the WWII theme. However, because the game does start off with the already excellent design decisions that powered Kohan 2, it is at least enjoyable if not a must have title.

Axis and Allies has four gameplay modes; a skirmish mode, the requisite online multiplayer mode, the campaign mode, and the WWII mode. WWII is a mode where there is a turn based strategy portion much like in Rise of Nations. There is a map of the world and you start off by selecting one of five nations (Great Britain, USA, Russia, Germany, or Japan) and your choice of general for that nation. The goal of the turn based game is to overtake Germany and Japan when playing the Allies, and to overtake any two of Great Britain, Russia, or the USA. Just like in Rise of Nations, you have army units that you can move into adjacent territories. When moving in to an unoccupied territory, you take it over. If there are enemies in that territory, you have the choice of fighting an RTS battle or of having it quickly decided by the computer. The more territories you control, the more money you generate per turn. Money can be used to upgrade your existing army, buy new units, or to buy new technologies. While having as many game modes as possible is a nice thought, in this case, as the format seems so familiar, and as there is nothing really new or unique to it, the WWII mode isn't really that interesting; a nice mode to have, but nothing really new.

The single player campaign is a series of famous battles. When playing the Allied campaign, you will jump from nation to nation's battles'. One mission that stood out in its difficulty was Operation Overlord, or D-Day. In this famous battle, you will have to take the beach and set up your base of operations before moving inland to overtake the enemy positions. With little room to set up your operations, and the enemy presence overwhelming, the level of challenge in this level was truly enjoyable. For the most part, though the introduction to each mission is a little bit sparse and the historical significance of each battle seems somewhat diluted. Unlike a game like Soldiers: Heroes of WWII, where each mission tells a story of how something happened, with a little artistic license, or some of the true simulators of WWII where historical accuracy is paramount, Axis and Allies falls a little bit flat in this regard by being somewhere in between with not quite enough of either to be interesting. While a small blurb is given about the events leading up to the battle, for the most part, each battle feels just like any other battle.

The actual management of units and the gameplay is virtually the same as Kohan 2 with things modernized to reflect the WWII era. Like in Kohan 2 there are three basic building types; building that generate units, buildings where you perform research and allow the creation of better units, and buildings that generate a resource. In Axis and Allies, all buildings are generated by your primary building, the Corp HQ. The buildings you create generate your resources for you, and the units you recruit require a certain amount of resources as upkeep. There are a maximum number of buildings you can create though, and when reaching the cap, you must be careful to manage what you have carefully at the risk of using more than you make. If you use more resources than you are generating, your monetary income will decrease and can go into a negative creation. Money is what is needed to build any buildings, to research any technologies and to create any units. To generate more money, you will need to create more Division HQs; buildings where you create units. To ensure that you are generating as much money as you can, you will need to build more resource generating buildings.

All buildings generated by the Corp HQ are first created as trucks and can be unpacked to create a fixed location. Likewise, they can be packed back into a truck in case you need to move it to a new location. Another interesting design decision was the supply flow for troops. Troops in Axis and Allies are not created individually but as a regiment consisting of a group of individual troops or vehicles. As long as there is one troop from that regiment left alive, and the regiment is in supply, the regiment will resupply back to full strength and to a full number of units. This is important because regiments can gain experience and become tougher. To be in supply though, your units must not only be within the bordered area created by your buildings, but they must also be attached to a Division HQ. Each Division HQ has a certain number of slots and attaching regiments to them simply means clicking an attach button. The regiment will fill an empty slot for that HQ, and will be able to be automatically resupplied if they are within the borders of your area. This can be an interesting point of strategy as when attacking the enemy, if you take out one of their Division HQ's, then units that were attached to that building will no longer be able to regenerate. However, regiments can be automatically reattached to any available open slots in any Division HQ, including moving Division HQ's that are packed and in truck form. While in practice, this concept seems quite interesting and unique, in practice I never really found that it made much of a difference. Without these unique points, the game would have played virtually identically to Kohan 2 which is perhaps why they were implemented. However, if this was not implemented, this may have made the game more streamlined.

There are quite a variety of regiments, but each falls into either the category of a tank, infantry, or halftrack regiment. There is an airfield building, but you won't ever really generate plane regiments. Rather, from your airfield, you can pay for air strikes, or air recon and these are handled automatically without having to pay for the upkeep of planes, or having to worry about resupplying planes. There are also naval units, but these seem to be an afterthought. There are not naval yards, and you will only ever begin a mission with your ships already given to you. As they don't seem to be really integrated into the rest of the game's design, the naval and air portions of the game really feel as if they were added to the already established Kohan 2 game design. While not a poor integration, the feel of the air and naval design definitely leaves something to be desired. Either that or the battles should have focused on only land battles. By winning fights through a mission, or by the good management of your resources, you will gain army experience that can be used towards special operations. These are special bonuses temporarily awarded to certain regiment types, or special actions that can be performed. Like in Kohan 2, these can be used to turn the tide of a battle, but once again, I found myself rarely using these options. The unit AI didn't really have a problem with pathfinding, but the problem was more when to attack. A regiment can be standing next to each other, and one will engage the enemy and the other won't because it is a hair further away. In the same way, a building can be shelled to oblivion, but the units standing beside it won't do anything to suppress the attack. This can be especially frustrating when there is precious little room to develop your base area as in the Operation Overlord mission.

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Overall, Axis and Allies is a good effort and is already based on an excellent game. (To the latter, it's already half way towards being a winner.) As such it is unfortunate that it misses the mark slightly by adding a couple of things that don't work quite as well they could have. Still, Axis and Allies does do a lot of things right and is sure to bring some good times to the RTS gamer in this the gaming dry season.

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Axis & Allies
Designer(s)Larry Harris
Publication date1981; 38 years ago
Players2–5
Setup time10–30 minutes
Playing time2–10+ hours
Random chanceMedium
Skill(s) requiredTactics, strategy, economics, teamwork, logistics

Axis & Allies is a series of World War IIstrategyboard games. Originally designed by Larry Harris and published by Nova Game Designs in 1981,[1][2] the game was republished by the Milton Bradley Company in 1984 as part of the Gamemaster Series of board games. This edition has been retroactively named Axis & Allies: Classic to differentiate it from later revisions. In 1996, Axis & Allies: Classic was inducted into the Academy of Adventure Gaming Arts & Design Adventure Gaming Hall of Fame.[3]Games magazine also has inducted Axis & Allies into their buyers' guide Hall of Fame, an honor the magazine extends to 'games that have met or exceeded the highest standards of quality and play value and have been continuously in production for at least 10 years; i.e., classics.'[4]

Axis & Allies: Classic was the most successful of the five Gamemaster Series of board games. Long after the Gamemaster name was retired, A&A: Classic lives on having been moved to the Avalon Hill lineup following the acquisition of Milton Bradley Company and Avalon Hill by Hasbro. The game itself has gone through several revisions, most recently in 2013. The object of the game and its spinoffs is to win the war by capturing enough critical territories to gain the advantage over the enemy in a recreation of World War II.

After acquiring Milton Bradley (1984) and Avalon Hill (1998), Hasbro transferred the Axis & Allies: Classic (1984) board game from the Milton Bradley division to the Avalon Hill division in 1999. In 1999, Hasbro acquired Wizards of the Coast. In 2004, Hasbro made Avalon Hill a subsidiary of Wizards of the Coast (WotC).

The Axis & Allies (1984–present) board game series is currently produced by WotC under the Avalon Hill label. Hasbro is the parent company. There are a total of 11 board games in the Axis & Allies series, 8 of which are currently available from many game resellers. The two out-of-print A&A board games, Axis & Allies: Classic (1984) and Axis & Allies: 50th Anniversary Edition (2008) can be found on various auction websites.

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The original Axis & Allies: Classic board game has been followed by ten spinoff games using more or less the same mechanics: in 1999, Axis & Allies: Europe was released, with slightly updated rules and focus on the European theater of World War II; this was followed in 2001 by Axis & Allies: Pacific with similar rules and focus shifted to the Pacific theater. Axis & Allies: D-Day (2004) focused on the Allied liberation of France. In 2004, the first major revision to the core game, Axis & Allies: Revised was released, with elements taken from A&A: Europe and A&A: Pacific, also celebrating the 20th anniversary of Axis & Allies itself. Axis & Allies: Battle of the Bulge (2006) focused on the Battle of the Bulge in Europe while Axis & Allies: Guadalcanal (2007) focused on the Solomon Islands Campaign in the Pacific. In 2008, Axis & Allies: 50th Anniversary Edition was released as one of the three games celebrating the 50th anniversary of its publisher, Avalon Hill (the other two games were Acquire and Diplomacy). This was followed by Axis & Allies: 1942 in 2009, the second major revision to the core game, with mechanics taken from the anniversary edition, also celebrating the 25th anniversary of Axis & Allies itself. Axis & Allies: Pacific 1940 was released in December 2009 and Axis & Allies: Europe 1940 was released in the second half of 2010.

The 11th A&A board game in the series, Axis & Allies: Europe 1940 was released in August, 2010. The game can be combined with Pacific 1940 to form a Global game of World War II on a combined 175×80 cm (70' × 32') map. All nine major powers of World War II, China, France, Germany, Italy, Japan, the Soviet Union, the United Kingdom, the United States and the ANZAC forces, are represented in the combined global game with unique units and colors. To streamline the game and correct balance issues, Global 1940 was revised and a new rule set was released on the Axis & Allies forums in January 2011.

Axis & Allies is not a strict historical wargame, due to its streamlining for ease of play and balancing so that both sides have a chance to win. For instance, the economic model is simplistic, with each territory producing a number of Industrial Production Certificates (IPCs) for the purchase of new units. Moreover, the game is supposed to start in the spring of 1942, but Japan is immediately in position to attack Hawaii again, while Germany is pressed well into the Soviet Union with an initially superior force. If the game were truer to history, the Axis empires would be at their climax in 1942, about to be pushed back by the Allies.

Versions[edit]

ReleaseTitleStartPiecesBoard (inches)Board (cm)TypeNew units[n 1]Playable powers
1981Axis & Allies (Nova Games Edition)194241537 × 19½93 × 50GlobalArtillery5: Germany, Japan, Soviet Union, UK, USA
1984Axis & Allies: Classic194229933 × 19½83 × 50GlobalInfantry, armor(tank), fighter, bomber, battleship, aircraft carrier, submarine, transport5: Germany, Japan, Soviet Union, UK, USA
1999Axis & Allies: Europe194137330 × 2075 × 50TheaterDestroyer, artillery4: Germany, Soviet Union, UK, USA
2001Axis & Allies: Pacific194133530 × 2075 × 50TheaterDestroyer, artillery, marines4: China,[n 2]Japan, UK,[n 3]USA
2004Axis & Allies: D-Day194424130 × 2075 × 50LocalArtillery, blockhouse3: Germany, UK, USA
2004Axis & Allies: Revised
(A&A 20th Anniversary Edition)
194236633 × 2083 × 50GlobalDestroyer, artillery5: Germany, Japan, Soviet Union, UK, USA
2006Axis & Allies: Battle of the Bulge194415730 × 2075 × 50LocalArtillery, truck3: Germany, UK, USA
2007Axis & Allies: Guadalcanal194217230 × 2075 × 50LocalDestroyer, cruiser, artillery2: Japan, USA
2008Axis & Allies: 50th Anniversary Edition
(Avalon Hill 50th Anniversary)
1941/4267246 × 24115 × 60GlobalDestroyer, cruiser, artillery7: China,[n 2]Germany, Italy,[n 4]Japan, Soviet Union, UK, USA
2009Axis & Allies: Spring 1942 (A&A 25th Anniversary Edition)194237033 × 2083 × 50GlobalDestroyer, cruiser, artillery5: Germany, Japan, Soviet Union, UK, USA
2009Axis & Allies: Pacific 1940194045535 × 3289 × 81TheaterDestroyer, cruiser, artillery, mechanized infantry, tactical bomber, air base, naval base5: Australian and New Zealand Army Corps (Australia and New Zealand),[n 5]China,[n 2]Japan, UK, USA
2010Axis & Allies: Europe 1940194055035 × 3289 × 81TheaterDestroyer, cruiser, artillery, mechanized infantry, tactical bomber, air base, naval base6: France,[n 6]Germany, Italy, Soviet Union, UK, USA
Axis & Allies: Global 1940[n 7]1940100570 × 32178 × 81GlobalDestroyer, cruiser, artillery, mechanized infantry, tactical bomber, air base, naval base9: Australian and New Zealand Army Corps (Australia and New Zealand),[n 8]China,[n 2]France, Germany, Italy, Japan,Soviet Union, UK, USA
2012Axis & Allies: 1941194116032.5 × 17.583 × 44GlobalDestroyer5: Germany, Japan, Soviet Union, UK, USA
2012Axis & Allies: 1942 (Second Edition)194241040 × 26102 × 66GlobalDestroyer, cruiser, artillery, antiaircraft artillery5: Germany, Japan, Soviet Union, UK, USA
2012Axis & Allies: Pacific 1940 (Second Edition)194050035 × 3289 × 81TheaterDestroyer, cruiser, artillery, mechanized infantry, tactical bomber, air base, naval base, antiaircraft artillery5: Australian and New Zealand Army Corps (Australia and New Zealand),[n 9]China,[n 2]Japan, UK, USA
2012Axis & Allies: Europe 1940 (Second Edition)194061035 × 3289 × 81TheaterDestroyer, cruiser, artillery, mechanized infantry, tactical bomber, air base, naval base, antiaircraft artillery6: France,[n 10]Germany, Italy, Soviet Union, UK, USA
Axis & Allies: Global 1940 (Second Edition)[n 11]1940111070 × 32178 × 81GlobalDestroyer, cruiser, artillery, mechanized infantry, tactical bomber, air base, naval base, antiaircraft artillery9: Australian and New Zealand Army Corps (Australia and New Zealand),[n 12]China,[n 2]France, Germany, Italy, Japan,Soviet Union, UK, USA
2013Axis & Allies: WWI 1914191440032.5 x 32.2582.6 x 81.9GlobalCruiser, artillery, naval base8: Austro-Hungarian Empire, British Empire, France, Imperial Germany, Italy, Ottoman Empire, Imperial Russia, USA
Notes
  1. ^New units when compared to the original A&A: Classic version of the game.
  2. ^ abcdefChina is a separate power with limited production capabilities that is played by the United States player with light green infantry units.
  3. ^Australia and India are distinct powers that are both played by the UK player.
  4. ^Italy appears for the first time in the A&A board game series as a separate power with brown units.
  5. ^Australia and New Zealand armed forces can be played as a separate power or are played by the UK player with dark tan units.
  6. ^France appears for the first time in the A&A board game series as a separate power with blue infantry units.
  7. ^Playable by combining A&A: Pacific 1940 and A&A: Europe 1940.
  8. ^Australia and New Zealand armed forces can be played as a separate power or are played by the UK player with dark tan units.
  9. ^Australia and New Zealand armed forces can be played as a separate power or are played by the UK player with dark tan units.
  10. ^France appears for the first time in the A&A board game series as a separate power with blue infantry units.
  11. ^Playable by combining A&A: Pacific 1940 (Second Edition) and A&A: Europe 1940 (Second Edition).
  12. ^Australia and New Zealand armed forces can be played as a separate power or are played by the UK player with dark tan units.

Gameplay[edit]

In every edition of Axis & Allies, players play as the major belligerents of World War II: Germany, Japan, the Soviet Union, the United Kingdom, and the United States. The A&A: 50th Anniversary Edition also includes Italy as the third Axis power and China as the fourth Allied power. The A&A: Pacific 1940 edition includes China and ANZAC (Australia and New Zealand armed forces). The A&A: Europe 1940 edition includes Italy and France. The players playing the Axis powers team up against those of the Allied powers in an attempt to conquer key territories, represented by regions on the map board. In earlier editions, this was done by capturing and holding until the end of a round of play certain territories where the opposing alliance's capital cities are located. In later editions, this also included other territories on the map, where 'victory cities' are located. In the original Milton Bradley edition, A&A: Classic, the Axis powers could also win by capturing and holding until the end of a round of play enough territories to gain an economic advantage. This 'economic victory' was dropped in later editions of A&A.

Each round of a game involves each of the powers moving in turn according to a specified order; the game ends when either the Axis powers or the Allied powers complete their objectives. When each power takes its turn, they must first declare how they are to spend the IPCs (Industrial Production Certificates, an abstract currency representing one million man-hours of labor) in their possession: this may go into buying new units, improving units through research (in earlier editions), or repairing damaged structures (in later editions). Players then declare any movements made that would result in combat, moving their pieces as appropriate, and after resolving combat, declaring any non-combat movements. At the end of the turn, players then place any units that were purchased at the beginning of the turn and collect IPCs based on all territories that they control at the end of their turn.

Combat is typically divided into several types; in all types, however, combat is divided into rounds. In each round, attackers and defenders roll dice to determine which of their units deal hits on the opposing side. If the number rolled is less than or equal to the unit's attack or defense rating (where appropriate), the unit scores a hit on an opposing unit of the opponent's choosing. During the round if an attacker defeats an enemy, the enemy can do a final retaliation before death, then be taken off the board. Some types of combat, such as strategic bombing raids, naval bombardment, and anti-aircraft defense, last only one round, though in others the attacker has the option of either continuing with another round of battle or retreating. Combat is fully resolved when either side loses all their units or the attackers choose to retreat. Though combat in different territories may be resolved in any order of the attackers choosing, combat in one territory may affect the number of combatants in another territory for later battles, as in the case of an amphibious assault or when attacking units withdraw.

Units[edit]

Unit comparison: Five Global Editions
Unit nameEditionIPC costATKDEFMOVNotes
InfantryClassic3121
RevisedInfantry attack increases to 2 when paired with artillery.
50th Anniv.
1942
1940
Mechanized
infantry
Classicn/an/an/an/a
Revised
50th Anniv.
1942
19404122Mechanized infantry attack increases to 2 when paired with artillery.
Mechanized infantry can blitz when paired with tanks.
ArtilleryClassicn/an/an/an/a
Revised4221Increases matching infantry roll by one when attacking.
50th Anniv.
1942
1940
TankClassic5322Tanks have the ability to blitz.
Was known as 'armor' in the original release, but
was renamed 'tank' for subsequent releases.
Revised3
50th Anniv.
1942
19406
FighterClassic12344
Revised10
50th Anniv.
1942
1940
Tactical
bomber
Classicn/an/an/an/a
Revised
50th Anniv.
1942
1940113/4*34*Tactical bomber attack increases to 4 when paired with fighters or tanks.
BomberClassic15416May make a bombing run against opponent's IPCs.
Revised
50th Anniv.12May make a bombing run against opponent's industrial complexes.
1942
1940May make bombing runs against opponent's industrial complexes, air bases, and naval bases.
SubmarineClassic8222Submarines shoot before other units, which can be eliminated without returning fire. Can withdraw instead of firing after first round of combat.
RevisedSame as above, plus can submerge instead of withdraw, and can also move past hostile ships.
50th Anniv.61Submarines shoot before other units, which can be eliminated without returning fire. Can submerge at any time (including before a battle begins), can move past hostile ships but does not block hostile ships.
1942
1940
TransportClassic8012Can carry up to 2 infantry, or one of any other land unit.
RevisedCan carry any one land unit, plus one infantry.
50th Anniv.70Uses Revised Edition cargo rules. No longer has combat value,
and chosen as a casualty only if there are no other eligible units.
1942
1940
DestroyerClassicn/an/an/an/a
Revised12332Negates all special submarine abilities.
50th Anniv.822
1942
1940
CruiserClassicn/an/an/an/a
Revised
50th Anniv.12332Can conduct shore bombardment in amphibious invasions
1942
1940
Aircraft
carrier
Classic18132Can carry two fighters.
Revised16
50th Anniv.142
1942
1940160Can carry any combination of two, fighters and tactical bombers.
Takes two shots to destroy.
BattleshipClassic24442Can conduct shore bombardment during amphibious invasions.
RevisedCan conduct shore bombardment during amphibious invasions.
Takes two shots to destroy.
50th Anniv.20
1942
1940
Anti-aircraft
Gun
Anti-aircraft
Artillery
(AAA)
Classic5011Only one defensive shot for each attacking aircraft before the first round of combat.
Fires at any aircraft moving through the territory.
Can only move during noncombat, if it has not fired that turn.
Revised
50th Anniv.6
19425Renamed Antiaircraft Artillery (AAA). Each AAA unit in the territory may fire up to 3 shots, but each attacking air unit may only be fired upon once.
In other words, the total number of air defense dice rolled is 3 times the number of AAA units, or the number of attacking air units, whichever is the lesser. [5][6]
1940
Naval
base
Classicn/an/an/an/a
Revised
50th Anniv.
1942
194015010Repairs friendly capital ships in adjacent waters.
Increases the movement of any naval units that start movement in adjacent waters by 1.
Can be damaged by strategic bombing.
Fires a defensive shot when being strategically bombed.
Air
base
Classicn/an/an/an/a
Revised
50th Anniv.
1942
194015010Airbases on islands allow all fighters and tactical bombers to scramble, which defends adjacent sea zones.
Increases the movement of any air units that start movement in the territory with the air base by one.
Can be damaged by strategic bombing.
Fires a defensive shot when being strategically bombed.
Industrial
complex
Classic15000Original complexes have unlimited production for original owner.
RevisedAll complexes' maximum production limited to the territory value.
50th Anniv.Can be damaged by strategic bombing, reducing the complex's maximum production.
1942
1940n/an/an/an/a
Minor
industrial
Complex
Classicn/an/an/an/a
Revised
50th Anniv.
1942
194012010Produces a maximum of three units per turn, and can only be built on territories that produce two or more IPCs per turn.
Can be damaged by strategic bombing, reducing the complex's maximum production.
Can be upgraded to a major industrial complex for 20 IPCs.
Fires a defensive shot when being strategically bombed.
Major
industrial
Complex
Classicn/an/an/an/a
Revised
50th Anniv.
1942
194030010Produces a maximum of 10 units a turn, and can only be built on territories that produce three or more IPCs per turn.
Can be damaged by strategic bombing, reducing the complex's maximum production.
Fires a defensive shot when being strategically bombed.

Revisions[edit]

Revisions would follow shortly after the game release as the rules didn't always produce results which made sense in the context of the historical setting. For example, the abstraction of submarines fighting airplanes, initially had a restriction that the bomber was the only kind that could attack a sub. This was later revised so that all aircraft could attack submarines.

Although not the very first edition, the Milton Bradley release was the first to establish the well known game mechanics. There were three versions of the rules for the Milton Bradley games, though only the first two were included with the game itself. The third edition rules were exclusive to a computer video game 'Axis & Allies' by Hasbro released in 1998 and Axis & Allies: Iron Blitz with minor additional rules released in 1999. The three editions differed by minor details. There is also a newer video game, Axis & Allies: RTS released in 2004, a departure from the original A&A: Classic world map and introducing several tactical battle scenarios. The Axis & Allies: RTS (2004) was followed by Axis & Allies: RTS Collector's Edition (2006) with expanded strategy guide included.

The first major revision to the rules was designed by Larry Harris and Mike Selinker (who would later develop the board game Attack! based on the experiences learned working with Harris), who tried to address many of the Milton Bradley version's shortcomings, including removing the Axis economic victory condition and the requirement of capturing enemy capitals in favor of victory cities, which has been used in every revision since. With victory cities, the Axis and Allies start with an equal number of victory cities (specially labeled territories), and strive to capture enough victory cities to gain a majority of them (the size of the majority being agreed upon by the players prior to the game). This allows players to play shorter or longer games, depending upon the number of victory cities a power must control in order to claim victory.[7]

With each revision, there were also balance changes in order to make gameplay more dynamic: in the Milton Bradley edition, infantry were cheap units that tended to be most useful as defensive cannon fodder, due to their token attack and slightly better defense. This had led to many areas of the game board being heavily fortified, bogging game play down to a matter of who could build more infantry faster. To counteract this, the tank, whose defense ability was equal to infantry in the Milton Bradley release, had its defensive capabilities improved in the revised edition, so as to encourage players to use combined arms.[8] Other balance changes included altering the costs of the various units, and altering the transport capacity: in the Milton Bradley edition, transports could carry only two infantry or one of any other land unit; later revisions had transports able to carry one infantry in addition to one of any other land unit.

The variety of land and sea units was increased by introducing artillery and destroyers from A&A: Europe and A&A: Pacific to A&A: Revised edition. Artillery increased the effectiveness of infantry in attacks, while destroyers limited the usefulness of submarines and acted as a lower-cost substitute for the expensive battleship. Cruisers were introduced in A&A: 50th Anniversary Edition to effectively split the destroyer's many abilities. While destroyers continue to limit the usefulness of submarines, the stronger cruisers now act as lower cost battleships.

The game board itself was also reworked in each revision. The Milton Bradley classic release featured largely vibrant colors, while the revised version featured mainly darker tones. The 50th anniversary edition and 1942 edition has a more realistic terrain with only subtle hints of color to denote which power has initial control over a particular territory. The composition of territories was also slightly altered, for example, the number of territories between Berlin and Moscow had been increased for the revised edition, including adding many Soviet territories of strategic importance.[9]

Strategic bombing was altered over the years. Until the revised edition, strategic bombing caused opposing players to lose the IPCs they had on hand. The 50th anniversary edition changed this so that industrial complexes were damaged instead. Damaged industrial complexes had less capacity to produce units and can be repaired at the cost of IPCs.

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Later revisions have also included changes in research (which was generally not a worthwhile investment in the Milton Bradley edition due to its high cost and low probability of success) to have more of an effect, with mixed results, 1942 edition eliminates research altogether. Another feature that was implemented but was later dropped was the revised edition's 'National Advantages', which represented tactics and technologies used by a specific power during the war. For example, a British ability allowed the British player to delay their combat movement until the American player's turn once per game, in order to have a coordinated attack.

Later editions had minor cosmetic changes in the playing pieces. In the Milton Bradley version, only the infantry pieces were unique to each power in appearance. Unique units was later expanded to include nearly every unit in later editions. Compared to the generic fighters of the Milton Bradley release, the Supermarine Spitfire was used in later editions to represent British fighters, the Mitsubishi A6M Zero was used to represent Japanese fighters, while two different fighters (the Grumman F4F Wildcat and the Lockheed P-38 Lightning) represented American fighters. The color scheme to associate units with powers was also standardized across all Axis & Allies series games, based on the colors used in A&A: Europe and A&A: Pacific, and is different from those used in the Milton Bradley release.

In 2009, an updated version of Axis & Allies: Pacific was released, titled Axis & Allies: Pacific 1940. The 10th board game in the A&A series, A&AP 1940 introduced the ANZAC forces as a playable power, along with two new unit types, mechanized infantry and tactical bombers.

In 2010, an updated version of Axis & Allies: Europe was released, titled Axis & Allies: Europe 1940. A&AE 1940 introduced France as a playable power. Mechanized infantry and tactical bomber units continue to appear after debuting in A&A Pac40. Italy also appears as a playable power in A&AE 1940 after debuting in A&A 50. In A&AE 1940 and A&AP 1940 aircraft carriers and battleships are capital ships that are damaged with 1 hit and sunk with 2 hits. Damaged CVs & BBs can be repaired by moving the damaged CV or BB to a friendly naval base for repairs. Special rules apply for fighters and tactical bombers if a CV is damaged. A&AE 1940 is the 11th A&A boardgame in the series. A&AE 1940 and A&AP 1940 are designed to be played as separate games or may be combined into one game to create a 2-6 player global 1940 scenario, complete with separate set up and national objectives. The combined A&AE 1940 and A&AP 1940 maps measure 175x80 cm (70' x 32'). All 9 major powers of World War II are represented with unique unit pieces and their own unique color.

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Spin-offs[edit]

Due to the success of Axis & Allies: Classic, as of 2010, there are now ten spin-off games in the A&A franchise. Three are updated or expanded versions of the original global A&A: Classic game. An additional four games are theater games depicting Europe or the Pacific. An additional three games are local games of specific battles.

Additional games have also been published by other game designers with similar mechanics (some requiring components from an Axis & Allies or similar game).

Classic Axis And Allies Download

Board games[edit]

In addition to designing the board games, Larry Harris had also designed A&A: Europe and A&A: Pacific, which had the core mechanics of Axis & Allies adapted for a specific theater. This, in turn, served as the catalyst for the revised edition. Although there were preliminary plans for a variant that allowed players to combine Europe and Pacific together, it had never been published. Larry Harris has announced two completely new editions, Axis & Allies Pacific 1940 released in December 2009 and Axis & Allies Europe 1940 released in Summer 2010, which will also include a variant that combines both games together.

Other Harris-designed Axis & Allies games were more tactical in nature, and focused on individual battles in specified, small areas: Axis & Allies: D-Day (2004) focused on the Allied liberation of France, Axis & Allies: Battle of the Bulge (2006) focused on the Battle of the Bulge, while Axis & Allies: Guadalcanal (2007) focused on the Solomon Islands Campaign. Though these games retained many of the traditional mechanics, some were specific to the particular game.

Reception[edit]

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Warren Spector reviewed the 1984 Milton Bradley version of Axis & Allies in Space Gamer No. 72.[10] Spector commented that 'Overall, Axis & Allies is a winner. It's simple to learn, easy to play, requires lots of thought, and has immense replay value (since each country has unique goals, resources, and geography).'[10]

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Axis & Allies was declared the best-selling physical wargame in August 1996, having eclipsed the 275,000 copies sold by PanzerBlitz, the second-highest seller in the genre.[11] It went on to sell roughly 1 million copies by 1998.[12]

Video games[edit]

Two video games based on the official board game were released in 1998 and 2004. Axis & Allies by Hasbro released in 1998. It features a departure from the original A&A: Classic world map and introduces several tactical battlefield scenarios. Axis & Allies: Iron Blitz released as an updated version in 1999 with minor additional rules and features marines, paratroopers, destroyers, and kamikazes. Axis & Allies: RTS by TimeGate Studios released in 2004 and is primarily based on real-time strategy gameplay. Axis & Allies: RTS Collector's Edition released as an expanded version in 2006. The game became TimeGate's best-selling game.[13]

In 2008, Wizards of the Coast created an online version of Axis & Allies as part of their Gleemax game site. When Gleemax was cancelled the game found its way to the GameTable Online game site, who programmed the game for Wizards of the Coast. The initial version was based on the 2004 Revised edition.[14] In September 2010 GameTable Online has developed a new version based on the Axis & Allies: 1942 set.[15] Unfortunately, Game Table Online is no longer available, as it shut down in 2015. Axis and Allies and many different variants can currently be played via the TripleA website.

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Also available is 'TripleA', an open source adaptation of Axis & Allies made using Java. It is available for Windows, Mac, and Linux operating systems. It allows users to play single player against an AI, or hot-seat against other friends in the same room. It allows multiplayer on an online lobby, and also over email (PBEM) and network connections. Originally released in 2002, it has been steadily improving and is now on stable version 1.9, which is able to play the major versions of Axis and Allies: Classic, Revised, 50th Anniversary Edition, Spring 1942, and others. It also hosts many fan created maps, which have similar rules to Axis and Allies, but use a different setup or a different map or era altogether (like maps based on other conflicts, like World War 1 or Napoleon's conquests).

In 2019 Axis & Allies 1942 online is realised on Steam by Beamdog [16]

Miniature games[edit]

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In 2005, Axis & Allies Miniatures was released as the series' first foray into miniature gaming. This was followed up by Axis & Allies Naval Miniatures: War at Sea, with Axis & Allies Air Force Miniatures: Angels Twenty being released in October, 2011. There have been several additional A&A Miniatures booster releases. Currently there are 20 countries represented in A&A Miniatures.

References[edit]

  1. ^Whitehall, Bruce (March 2008). '25 Years of Axis & Allies'. Knucklebones. Jones Publishing. 3 (2): 22–24.
  2. ^Reid, Thomas M. (2007). 'Axis & Allies'. In Lowder, James (ed.). Hobby Games: The 100 Best. Green Ronin Publishing. pp. 17–20. ISBN978-1-932442-96-0.
  3. ^'Origins Award Winners (1995)'. Academy of Adventure Gaming Arts & Design. Archived from the original on 2008-01-02. Retrieved 2007-11-01.
  4. ^GAMES Magazine Hall of FameArchived 2010-04-17 at the Wayback Machine. Retrieved 2010-07-26
  5. ^http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-1942-Second-Edition.pdf
  6. ^http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Pacific-1940-Second-Edition.pdf
  7. ^A&A Preview #4: The Price of Victory from Wizards of the Coast
  8. ^A&A Preview #14 A New Tank Blitzes Into View from Wizards of the Coast
  9. ^A&A Preview #13 Brave New World from Wizards of the Coast
  10. ^ abSpector, Warren (Jan–Feb 1985). 'Capsule Reviews'. Space Gamer. Steve Jackson Games (72): 32.
  11. ^Coleman, Terry (August 1996). 'No Joystick Required'. Computer Gaming World (145): 179, 180.
  12. ^Staff (December 1998). 'The Holiday Hot 100; Wargames'. Computer Gaming World (173): 203.
  13. ^'About TimeGate'. TimeGate Studios. Archived from the original on 2012-05-08. Retrieved 2018-02-08.
  14. ^'Axis & Allies Revised on Game Table Online at Gleemax'
  15. ^Gamasutra 'GameTable Online Brings Axis & Allies 1942 to the Internet'
  16. ^https://store.steampowered.com/app/898920/Axis__Allies_1942_Online/

External links[edit]

  • Official website of Larry Harris Game Design, Creator of Axis & Allies
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