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- Archive-name: games/axis+allies
- Last-modified: 1/8/1995
- Version: 1.1c
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-
-
- -=-=-=-=-=-=-=-=-=- Axis & Allies FAQ v1.1c -=-=-=-=-=-=-=-=-=-=-
-
- Maintained by: Peter Goudswaard (pgoudswa@cln.etc.bc.ca)
- Co-maintained by: Dewey Barich (barich@tam2000.tamu.edu)
-
- * New or modified items are designated by an asterisk in front!
-
- ------------------------------
-
- Table of Contents
-
- *0. New in This Issue
- 1. Blurb
- 2. Contributor List
- 3. What am I reading?
- 4. What if I disagree with something in this FAQ?
- 5. What is Axis & Allies?
- 6. What are the Second Edition Rules?
- *7 What are some common rule misconceptions?
- 8. Can I get additional game parts?
- 9. Can I make the game more realistic by creating a Pearl Harbor?
- 10 Is the game imbalanced?
- 11. How do I balance the game?
- *12. Can I play by email (PBEM)?
- 13. Are there expansion sets available?
- 14. Are there any good house rules available?
- 15. What are the effects of using the 2nd Edition optional rules?
- 16. How do I calculate the probability of units hitting or missing?
- 17. Are there any game conventions that include Axis & Allies games?
- *18. What kind of tournament rules are used?
- 19. Is Axis & Allies available on computer?
- *20. Are there any computerized game aids available?
- *21. WANTED
-
-
- ------------------------------
-
- Subject: *0. New in This Issue
-
- Section 7, about rule misconceptions, is new, and the numbering scheme
- has been adjusted according from 8 onward. In that new section you will
- find a number of misconceptions that have appeared repeatedly on Usenet
- over the last few years.
-
- ------------------------------
-
- Subject: 1. Blurb
-
- All trademarks and copyrights acknowledged property of the Milton
- Bradley Company. This article is copyright 1994 by Peter Goudswaard
- and may not be reproduced in any form without permission by the author,
- except for personal use or redistribution through normal Usenet
- channels and no fee is charged for such use.
-
- Please feel free to email suggestions for this FAQ!
-
- Maintained by: Peter Goudswaard (pgoudswa@cln.etc.bc.ca)
- Co-maintained by: Dewey Barich (barich@tam2000.tamu.edu)
-
- ------------------------------
-
- Subject: 2. Contributor List
-
- Thanks to the following for their contributions (in chronological
- order of their contributions):
-
- Barb Wiggins (wigginsb@sd28.quesnel.bc.ca)
- Sam Gourlay (no email address yet!)
- Coyt D. Watters (cwatters@magnus.acs.ohio-state.edu)
- Cliff Hansen (hansen@math.gwu.edu)
- William Jockusch (William.Jockusch@math.lsa.umich.edu)
- Chris Brannon (cbrannon+@pitt.edu)
- Joseph Darcy (darcy@remus.rutgers.edu)
- Will Wible (wodan@genie.geis.com)
- Matt Van Pelt (mvanpelt@ddt.occ.uc.edu)
- J.C. Hamlin (jch@mail.cs.umn.edu)
- Reid Gagle (reid.gagle@pca.state.mn.us)
- Eric Pass (epass@nyx.cs.du.edu)
- Sheila Davis (sew@hpfisew.fc.hp.com)
- Dave Townsend (townsend@capital.com)
- * David Bedno (dbedno@cisco.com)
- * George Jackson (dmosley@turing.acs.ryerson.ca)
- * Shane Nicholas (az968@freenet.carleton.ca)
-
- ------------------------------
-
- Subject: 3. What am I reading?
-
- You are reading the unofficial Axis & Allies FAQ. It answers some of
- the most Frequently Asked Questions regarding the game Axis & Allies.
- It is available from ftp://rtfm.mit.edu/pub/usenet/rec.games.board/
- and is posted on news.answers, rec.answers, and rec.games.board.
- There is a rec.games.board FAQ which can be obtained from the same
- locations as this FAQ. If you do not have anonymous ftp access, you
- can access the archives by mail server as well. Send an e-mail
- message to mail-server@rtfm.mit.edu with "help" and "index" in the
- body on separate lines for more information.
-
- The FAQ is posted on or near the 13th of each month. A version
- history and all back issues are available by special request from
- the maintainer of this FAQ.
-
- ------------------------------
-
- Subject: 4. What if I disagree with something in this FAQ?
-
- There are only two possibilities: either I'll stand corrected and add
- your name to the list of contributors, or I'll email you telling you why
- I won't stand corrected. Please, there are many opinions on the hows
- and whys of the game, so if you have a beef, don't post it, please email
- me and we'll chat.
-
- ------------------------------
-
- Subject: 5. What is Axis & Allies?
-
- A company called Nova Game Design, Inc. introduced Axis & Allies at the
- 1981 Origins convention. The pieces were brightly colored cardboard
- shapes like triangle tanks, hexagonal fighters, and round anti-aircraft
- units. In the Nova Games edition, there were many differences from the
- current Milton Bradley version that most are familiar with. For
- example, submarines were not hindered by enemy naval units, and could
- run a blockade by moving two spaces right through an enemy fleet. Also,
- neutrals were more of a factor, like Spain, although a neutral,
- contributed 3 to the German economy. Most neutrals also had an economic
- value. For weapons development, the current Heavy Bombers was
- originally the Atomic Bomb. And the Nova version also had kamikaze
- attacks for the Japanese, moveable Russion factories, US Marines, the
- British Home Guard, and German SS Panzerkorps.
-
- Three years later, after slumping sales, Milton Bradley took over, and
- Axis & Allies became part of their Gamemaster line of wargames, which
- has included Broadsides & Boarding Parties, Fortress America, Conquest
- of the Empire, and Shogun. Axis & Allies is a two to five player
- wargame that takes place in the spring of 1942. Players control
- Britain, USA, Russia, Japan and Germany. It is considered by many to
- be a "beer and pretzels" game, due to its over-simplification of
- warfare. But the well-designed plastic units and large, bright box
- attract many first-time wargamers, and the ability to run an entire
- war in an evening attracts even more hard-core gamers.
-
- ------------------------------
-
- Subject: 6. What are the Second Edition Rules?
-
- The Second Edition Rules were released to both clarify existing rules
- and improve game play and balance. You can order a set of the Second
- Edition Rules by sending US$2.00 to:
-
- CO Department BP
- Milton Bradley Company
- 443 Shaker Road
- E. Longmeadow, MA 01028
-
- You can also ask for the rules clarifications, a short, four page
- pamphlet describing unclear rules. And it's free. Everything contained
- in this FAQ, and most discussion on rec.games.board refer to the Second
- Edition Rules. If you don't have them, get them!
-
- ------------------------------
-
- Subject: *7. What are some common rule misconceptions?
-
- The purpose of this section is to post some rules issues that are
- commonly misinterpreted or misunderstood. It is necessary to review
- several things before getting to rules.
-
- 1) It is important to know where to look for rules. The manual is of
- course the first place. And, in many games it is the only place
- to find answers. But, with Axis and Allies there is another: The
- Rules Clarifications. This is a four page insert that has come
- with the game (and manuals ordered from MB) since 1991. These
- have answered a number of issues for many players.
-
- 2) Criterion for judging. At this point, it will be solely my personal
- interpretation. When possible, I will cite either the Rules Manual
- or the Rules Clarifications. If neither is possible, I will make my
- own judgement. If you disagree, send me a note and we can discuss
- it. I am hoping to open a dialogue with Milton Bradley to
- facilitate making "correct" decisions.
-
- 3) Without upsetting any readers, let me make an observation. Having
- been reading rec.games.board for several years now, as well as
- general A&A experience, I have noticed that *many* of the questions
- that arise could be answered with a good read of the Manual and/or
- Clarifications. I simply cannot emphasize how much a good
- understanding and reading of the rules is worth. There are plenty
- of valid reasons still for not having it all down, and that is why
- we have this section. But for your own benefit, try to find the
- answers in the rules.
-
- 4) Some advice: whenever you are looking to answer a question, be as
- objective as possible. When possible, use direct statements in
- context. If we all did that, then no questions would arise over
- things that are covered in the rules. But there are a number of
- grey issues that still require attention. Try to avoid using the
- argument "The Rules don't say I *can't*." If used at all, this
- should only be used as a last resort. Remember: The absence of
- evidence is *NOT* evidence of absence!
-
- 5) Don't forget about house rules! Many players modify the rules in
- their own group, but then forget which rules are which and argue
- endlessly when they play with someone else. House rules are fine,
- but do not forget the "official" rules.
-
- 6) In the actual rules citations below, "Manual" refers to the Second
- Edition Rules Manual and "Clarifications" refers to the Rules
- Clarifications mentioned above (and released in 1991).
-
- When do AA guns fire?
-
- AA guns fire during enemy combat movement ONLY. Source: Manual,
- page 13 (middle column, under "Antiaircraft Guns").
-
- Where can aircraft land?
-
- During the non-combat phase of a player's turn, he may land
- his aircraft in any territory that he or one of his allies
- controlled since the beginning of his turn. In other words,
- the state of the board when that player's turn started defines
- all legal landing spaces for that player's aircraft during
- that turn's Non-Combat Movement. Source: Manual, page 21 (top
- section, "Non-Combat Movement").
-
- What can retreat from an amphibious assault?
-
- Nothing. All units involved fight to the death. Source:
- Clarifications, page 3 (top right).
-
- In an amphibious assault, when can battleships use their one-shot support?
-
- a) A battleship must be in the same sea zone as the transport.
- b) There can *not* have been any combat in the sea zone (and
- you cannot hold battleships back from clearing the sea zone).
- Source: a) Clarifications, page 3 (middle under "Amphibious
- Assaults"), and Manual, page 15 (right, under
- "Important" under "Note").
-
- How do fighters move when on an ally's carrier?
-
- If you have fighters on an ally's carrier and that carrier
- moves during your ally's turn, your fighters just ride along,
- with no loss of movement factors from your planes. Source:
- Clarifications, page 3 (right, under "Carriers And Fighters").
-
- How do fighters fight on an ally's carrier?
-
- a) When defending, your fighters are considered to be in the
- air and are fighting. Source: Manual, page 16 (left, under
- "How They Fight").
- b) If a carrier attacks while carrying an ally's fighter(s), the
- fighters cannot fight and will in fact sink if the carrier
- is lost. Although it *appears* that the fighter should be able
- to defend, the places where it is mentioned that Allies defend
- together only refers to when an enemy attacks, not when your
- ally attacks. Also, retreating air units retreat only as many
- spaces as left in their flight range, and since it is not the
- fighter's turn, only the ally's fighters are in the air during
- the attack. Source: Clarifications, page 3 (left and right
- columns). This is one of the best examples of a situation not
- clearly defined in the rules.
-
- ------------------------------
-
- Subject: 8. Can I get additional game parts?
-
- You can purchase additional sets of plastic units for US$10.00 for each
- package of 299 units at the address shown above. Joseph Darcy
- (darcy@remus.rutgers.edu) informs us that additional dice and
- chips are available for US$2.00 a set, which includes shipping and
- handling. Will Wible (wodan@genie.geis.com) has purchased
- a set of the cardboard charts for US$3.00.
-
- ------------------------------
-
- Subject: 9. Can I make the game more realistic by creating a
- Pearl Harbor?
-
- The real answer is, no. By swapping the US battleship on the west coast
- with the Hawaiian aircraft carrier, it may look like a Pearl Harbor
- setup, but the game takes place in spring of 1942, several months after
- the event, which was on December 7, 1941.
-
- ------------------------------
-
- Subject: 10. Is the game imbalanced?
-
- The general consensus is yes, in favour of the Allies. If you
- would like to participate in an unscientific poll, Cliff Hansen
- (hansen@math.gwu.edu) is requesting that you email to him the
- results of any Axis & Allies games you may have played recently.
- He would like to know the following:
-
- - Who won and how
- - A brief statement of strategy
- - which optional rules were in effect (1st or 2nd edition
- rules, no Russian attack, free tech, etc.)
-
- Please email Cliff with your results, and he will post them to
- rec.games.board.
-
- ------------------------------
-
- Subject: 11. How do I balance the game?
-
- This is a touchy subject. Milton Bradley has acknowledged the fact that
- the game is imbalanced by introducing three rules options that weigh a
- victory towards the Axis (summarized from the Second Edition Rules):
-
- - Weapons Development Benefits: The German player starts with
- Jet Power, and the Japan player starts with Super Subs.
- - Restricted Attack: The USSR player is not allowed to attack
- until the second turn.
- - No New Complexes: No new industrial complexes can be bought
- or placed. Only original complexes can be used.
-
- The second optional rule, Restricted Attack, has been used very
- successfully at some game conventions, and many experienced players
- swear by it. Of course it depends on the calibre of the players, but
- for an even field it can give the Axis enough of a breathing space to
- make some headway before the awesome crushing power of the Allied
- production advantage takes hold.
-
- The No New Complexes is very controversial. William Jockusch
- (William.Jockusch@math.lsa.umich.edu) notes that "it keeps the
- Japanese from building complexes in mainland Asia, which they
- need to do." Japan suffers far more than the Allies from this
- rule.
-
- ------------------------------
-
- Subject: *12. Can I play by email (PBEM)?
-
- Yes, several play by email systems (also known as PBEM) have been
- used. One is available from Dewey Barich (barich@tam2000.tamu.edu),
- email him for information, or if you'd like to get involved in
- a PBEM game.
-
- Also, Eric Pass (epass@nyx.cs.du.edu) maintains the PBEM Gamers
- Directory, which attempts to get people together to play games
- by email. Contact him if you wish to be on the list, and make
- sure you mention Axis & Allies, since his list contains other
- games as well.
-
- ------------------------------
-
- Subject: 13. Are there expansion sets available?
-
- Yes! The following descriptions are courtesy of 3 Trolls Games,
- (P.O. Box 4095, South Chelmsford, MA 01824-0795, USA, telephone
- 1-800-342-6373 in North America), who were kind enough to allow
- us to use the descriptions from their catalogue. This is not to
- be considered as an endorsement, only a source for the following
- A&A enhancements. The prices are approximate, and in U.S. dollars.
- 3 Trolls Games, or your local game shop, may sell for less.
-
- Gamer's Paradise: Axis & Allies WWII Expansion ($20)
-
- Add submarines, air patrols, and increased industrial
- production that introduces destroyers, destroyer escorts,
- and cruisers.
-
- Gamer's Paradise: Axis & Allies WWII Expansion II ($25)
-
- Adds German SS, US Marines, British commandoes, paratroopers,
- trucks, artillery, and includes 80 colour counters.
-
- Gamer's Paradise: Axis & Allies WWII Expansion III ($50)
-
- The bombing of Tokyo through the historical events that led
- up to the Battle of Midway are re-created here. The vinyl
- map is 76cm by 127cm (30" x 50").
-
- StratoMax: Max's Advanced Rules ($10)
-
- This expansion contains 20 optional rules, including
- paratroopers, kamikazes, strategic bombing raids, escort
- fighters, and expanded weapons development. Since it is
- a rules-only package, it uses existing A&A components.
-
- Xeno Publications: The World at War 1939 - 1945
- (Map and rules $20, playing pieces $30)
-
- This is actually two separate packages. The first includes
- a map for new territories, and the new rules, which include
- 2 new players (France and China), rail movement, and political
- influence. The second package includes 238 new plastic playing
- pieces, including sub pens and a new ship type. You may wish
- to paint a dot or other unique mark on the Chinese and Japanese
- units to distinguish them from the US and British units,
- respectively. It can be difficult to tell them apart at times.
-
- ------------------------------
-
- Subject: 14. Are there any good house rules available?
-
- Yes, try the following: [Email me with the following info in the same
- format as the sample if you want your house rules summarized here.]
-
- Title: *SAMPLE* Nuclear Scenario
- Created by: John Doe
- Email: killem@smithereens.bomb
- Summary: Bombers can be designated as carrying a nuclear bomb,
- and with a success roll of 2, kills everything in
- the territory (he-he!). Includes rewritten weapons
- development tables.
-
- Title: Axis & Allies Basic Game 1939 Setup
- Created by: Sean Smallman and Will Wible
- Email: wodan@genie.geis.com
- Summary: Uses basic board, pieces, rules. Nothing additional
- required. The variant (available by request) specifies
- a totally new setup and a couple of new rules, and is
- very balanced. Two options are included: five player,
- with wide-open diplomacy (anyone can attack anyone),
- and two player, with pre-set alliances and treaties.
-
- Title: The Patton Charge
- Created By: Matt Van Pelt
- Email: mvanpelt@ddt.occ.uc.edu
- Summary: The year is 1945. The US has dropped the Bomb on
- Japan and the war is over. Or is it? General Patton
- was not satisified with the US relationship with the
- Soviet Union nor did he trust them. His feelings about
- both the Nazis and the Soviets were fairly equal. The
- distrust and failure to comply with Conference treaties
- (namely Yalta) by the Soviet Union created a great deal
- of anxiety within the western (and many of the eastern)
- countries in Europe and many colonies in Asia. This
- scenario is a "What if?" What if Patton would have
- been allowed to attempt to cripple the Soviet Union?
- This rules expansion requires a 10-sided die, and is
- best if played with any of the various naval expansion
- sets, although this is optional. We used "World War
- II, the Expansion". (even though in thinking about it
- that title is a bit demented...) It fairly accurately
- represents the military potential of both "sides" after
- the war.
-
- ------------------------------
-
- Subject: 15. What are the effects of using the 2nd Edition optional
- rules?
-
- Total Victory: In the normal rules, a military win occurs when either
- side captures two enemy capitals, but with the Total Victory rule, it
- is also a requirement that you and your alliance's capitals cannot be
- in enemy hands. Basically this may prolong the game, and perhaps a
- wise opponent may use this rule to throw a small wrench into what may
- seem to be an easy victory.
-
- Placing Your Naval Units in Enemy-Occupied Sea Zones: With this new
- rules variation, you may place new naval units in *enemy-occupied* sea
- zones adjacent to industrial complexes you have owned since the
- beginning of your turn. It is up to your enemy to either retreat from
- the sea zone or attack your ships. This changes the game a fair
- amount, although no side can claim an unfair advantage. In the normal
- rules, placing your ships in enemy zones in effect constitutes a naval
- blockade and shutdown of enemy shipyards. The optional rule
- neutralizes this tactic, and allows full use of all shipbuilding
- potential. I would be interested to hear what experiences you have
- had with this rule in the short-term, say the first 2 or 3 turns.
-
- The next three optional rules weigh the advantage towards the Axis
- alliance. The second rule, Restricted Attack, seems to be the most
- popular, judging strictly by what I've read on the net. I don't
- believe that Milton Bradley suggests using all three at once; I would
- think that the Restricted Attack rule would give the most advantage,
- then the Weapons Development Benefits, then the least advantage to the
- Axis would be the No New Complexes optional rule. This FAQ is open to
- a change of opinion on this, and if you're looking for something to
- do, play a couple of games using each of the three last optional rules
- to see which made the most difference.
-
- Weapons Development Benefits: This rules variation gives the Germany
- player Jet Power and the Japan player Super Submarines at the start of
- the game. Super Subs would help Japan decimate the American Pacific
- fleet and keep the Pacific for itself, and cheaply! German Jet Power
- may not be as useful to Germany as Subs to the Japanese, since Jet
- Power is a defensive capability; and Germany needs more offense than
- it does expensive defense.
-
- Restricted Attack: The USSR player is not allowed to attack until the
- second turn, which in effect gives Germany a great opportunity to set
- the tone of the European theatre, and it also denies the vulnerable
- USSR time to prepare a defensive posture. It is a far-reaching
- optional rule.
-
- No New Complexes: Only industrial complexes placed at the start of
- the game are used. If you are a player that likes to set up a new
- factory in India or Finland-Norway, you will have to change your
- style. If you rarely build new complexes, this rule will not make much
- difference. As previously stated, though, this is a controversial
- rule. The point is that Japan not being able to build a new complex in
- Asia is a greater detriment to the Axis than the Allies.
-
- ------------------------------
-
- Subject: 16. How do I calculate the probability of units hitting
- or missing?
-
- This task can be quite daunting. For the most part, the difficulty
- depends on the number of units involved. To correctly determine the
- odds of a particular result, you multiply the chance of hitting for
- each unit involved. For example, take two battleships (keeping the
- odds balanced for now). The attacking battleship has a 4/6
- (everything will be in sixths here) chance of hitting. No matter
- that roll, the defending battleship also has a 4/6 chance of hitting.
- With two results per die (hit or miss, though the chances are
- weighted), there are a total of four possible outcomes. They are:
-
- Attacker Defender Probability Result
-
- 1 Hit Hit ==> (4/6) * (4/6) = 16/36 Mutual Annihilation
- 2 Hit Miss ==> (4/6) * (2/6) = 8/36 Attacker Wins
- 3 Miss Hit ==> (2/6) * (4/6) = 8/36 Defender Wins
- 4 Miss Miss ==> (2/6) * (2/6) = 4/36 Draw; continue
-
- Note that the sum of the probabilities is 1. This makes for a
- simple means of verifying your work. Adding more units makes this
- calculation much more complicated. To calculate such odds, you must
- take into consideration all rolls. This task can be simplified by
- creating a binary tree.
-
- To generate a binary tree, draw a branch for each possible outcome
- (hit or miss) for each unit involved for each round of combat. Keep
- them all in a "path" within the tree (e.g., you should be able to go
- from the left (top) of the tree all the way to the right (bottom)
- and have a representation of every die rolled during a specific
- battle). So, for example, if there were two attacking units and one
- defending, you would show both attackers one after the other, then
- the defender (by now, there are eight outcomes), then continue based
- on the outcomes of those rolls. Be sure to label each branch
- (Mutual Annihilation, Attacker Wins, etc.). I always work sideways
- and make the upward branch the hit branch and label it by placing
- the number of ways (out of six!) that a hit could be rolled.
- Likewise, the downward branch is for misses and is labelled with the
- number of ways (out of six!) to miss. For the battleship example
- above:
-
- Result Probability
-
- Defender
-
- 4 / Mutual Annihilation (16/36)
- /
- Attacker <
- / \
- 4 / 2 \ Attacker Wins (8/36)
- /
- Start <
- \
- 2 \ 4 / Defender Wins (8/36)
- \ /
- <
- \
- 2 \ Draw (4/36)
-
-
- To get the probabilities, divide each number by 6 and multiply all
- numbers on a path from left (top) to right (bottom). Write this
- result at the left (bottom) of the tree next to the label of the
- outcome at the end of that path. When you have all those numbers,
- add all fractions of similar labels (like Mutual Annihilation or
- Attacker Wins), no matter where in the tree it is. This sum is the
- probability of that outcome. The sum of all outcomes is 1 (or a
- mistake has been made). But, what to do at "Draw"? By the rules,
- you continue the battle (as we are concerned about the odds of
- possible outcomes we will not consider withdraw options). If units
- have been lost, they will no longer appear in the tree. Each "Draw"
- could actually be considered the "Start" of a new battle with only
- the units that survived to get to that "Draw". In this example, the
- entire tree could be copied and placed where the "Draw" is located,
- though this would become a recursive loop (which would never end),
- making calculations quite difficult.
-
- There is a simplification! Recall that to find the odds for an
- outcome when the tree is complete, you will add the fractions of all
- occurances of that outcome. Under the "Draw" node, you will find the
- same ratios of results as in the parent branch immediately above it,
- thus as you add the fractions that occur under it, you do so in the
- same proportions as the top tree (so, as the number of recursive
- branches approaches infinity, you reach a limit for the other
- outcomes and the "Draw" probability becomes zero). With that, you
- can ignore the "Draw" branch with one provision: Instead of
- counting the other outcomes out of 36, count them out of 36 minus
- the 4 occurances of draw. This is of course 32. This simplification
- will work at each "Draw", but take care to normalize each "Draw" node
- separately. This is done so that the sum of probabilities is still 1
- (called normalization). So, the odds of a mutual annihilation with
- two warring battleships is 0.50, and of either combatant winning is
- 0.25. While this is how you can calculate the exact odds of a
- result, it is obviously no easy task when there are more than a
- few units!
-
- While all you have to do is separate between the three results
- above, you can distinguish more. For example, Attaker wins but
- loses two units, Defender wins but loses three units, or Mutual
- Annihilation. With more categories you can get a more detailed
- breakdown of the outcomes. This obviously takes more time, but is
- quite feasible.
-
- For a more in-depth discussion, or if more explanations of
- the odds mechanism is needed, please email Dewey Barich
- (barich@tam2000.tamu.edu).
-
- ------------------------------
-
- Subject: 17. Are there any game conventions that include Axis &
- Allies games?
-
- Yes. Coyt D. Watters (cwatters@magnus.acs.ohio-state.edu) maintains an
- excellent list of game conventions (The Big Con List) that he posts to
- rec.games.board. If your system supports the finger command, you can
- also get the list by using the command:
-
- finger cwatters@magnus.acs.ohio-state.edu
-
- ------------------------------
-
- Subject: *18. What kind of tournament rules are used?
-
- Some tournament rules that work very well are also useful for "fun"
- single games with your friends, and involve no restrictions on the
- game as is. If you've seen an interesting or unusual tournament
- rule or system, let me know.
-
- The Bidding System (reported by Will Wible (wodan@genie.geis.com)):
-
- Russia can attack, and the Axis aren't given any free weapon
- developments. Players register with the GM as a team of one or
- two people, submitting a secret bid for the privilege of playing
- the Allies. This bid is a number from 0 to 10. Once all the
- bids are received, the GM then ranks them in order from highest
- to lowest. The top half are the Allied teams, the bottom the
- Axis teams. Pairs are highest to highest, and on down. For
- example, with six teams, bidding as follows:
-
- A bids 3, B bids 0, C bids 5, D bids 3, E bids 2, F bids 1
-
- They are ranked: C 5, A 3, D 3, E 2, F 1, B 0. Ties are resolved
- randomly -- just roll a die.
-
- Games are then set up as follows:
-
- Allies vs Axis
- Game 1 -- C vs E
- Game 2 -- A vs F
- Game 3 -- D vs B
-
- Now, this is just an assignment technique, as good as any, and
- perhaps better than most. However, where the numbers come in is
- with economic aid to the Axis players, which they can spend in
- any way they wish. This is income not represented on the board
- which cannot be taken away from the Axis players, except through
- loss of their capital as normal.
-
- Each Axis nation receives IPC bonuses equal to the _difference_
- in bids between them and their opponent. Using the example above,
- in Game 1, both Germany and Japan for Team E receive 5 - 2 = 3
- extra IPCs _per turn_. At the start of the game, Germany receives
- 35 IPCs, and Japan receives 28.
-
- It's a wonderful system because it has feedback built into it.
- In addition, it works for a casual game just the same as in a
- tournament situation. For tournaments, the further selection of
- the eventual winner is still up to the GM -- the above system
- doesn't enforce a particular method. Single elimination, double
- elimination, Swiss and other methods can all be used.
-
- Increasing Unit Costs: Reid Gagle (reid.gagle@pca.state.mn.us)
-
- One idea from the New Crusades that could be used in A&A is that
- of increasing unit costs. I find it boring when Russia builds
- all men most turns, Germany all tanks, and the US all aircraft,
- even though it's often the best strategy. Increasing unit costs
- means each additional item of one type produced per factory
- costs one extra. If you have two factories, and want to build 8
- men, they cost 6 for the first two, 8 for the second two, 10 for
- the third two, and 12 for the seventh and eighth men, for a total
- of 36 rather than 16. If that's too strict, you could have it
- kick in after 2/factory -- 8 men then costing 12 for the first
- four and 16 for the second four. This provides incentives to get
- a mix of forces that would make games more interesting. With
- these rules in effect, the less expensive items would no longer
- be available in quantity, and the normally more expensive items
- would actually become a better value! This is a far-reaching
- rule that merits at least one attempt!
-
- * Blind A&A: David Bedno (dbedno@cisco.com)
-
- Use 2 boards and a referee, and essentially the Axis and Allies
- can't see what's in an an area unoccupied by them until they
- they either fly over it, attack it, or move into it. Planes
- that get shot down note what's in the space they get shot down
- in, but not what they saw on the way there. The 2 sides can
- be separated by a large screen, or they can be in two different
- rooms, and the referee resolves what is seen.
-
- Tournament Award Ideas:
-
- Put a country card in a nice frame with non-glare glass and
- a small plaque at the bottom. It makes a relevant, inexpensive
- award!
-
- * A&A Multi-Player Mega-Variant:
-
- The following variant has 10 general rules, and allows a group of
- up to nine players to play using the normal A&A gameboard and
- pieces. It is good for those times that you have more than five
- guests. It follows in the spirit of the original rules as much
- as possible, and all that is needed are some coins to mark the
- position of the new countries on the National Production Chart.
- If you have playtested it and found it lacking, please email me
- with your comments.
-
- Order of Play:
-
- (Starting IPC level in parenthesis)
-
- 5 players: Russia (24), Germany (32), UK (30), Japan (25), US (36)
- 6 players: Russia (24), Germany (24), Italy (8), UK (30),
- Japan (25), US (36)
- 7 players: Russia (24), Germany (24), Italy (8), UK (30),
- Japan (25), US Pacific (19), US Atlantic (17)
- 8 players: Russia (24), Germany (24), Italy (8), Britain (20),
- UK Colonies (10), Japan (25), US Pacific (19),
- US Atlantic (17)
- 9 players: Russia (24), Germany (24), Italy (8), Britain (20),
- UK Colonies (10), Japan (25), US Pacific (15),
- US Atlantic (17), China (4)
-
- Theatre of Operations:
-
- US - Chinese, Pacific and Atlantic Commands: The US Pacific
- partner takes Alaska, Western US, Mexico, and if there is no 8th
- player, also takes China and Sinkiang. His theatre of operations
- is Karelia, Caucasus, Persia, Syria-Iraq, and all territories
- east. The US Atlantic partner takes the remainder of the areas,
- including Eastern US, Panama, West Indies, Brazil, Europe and
- Africa. If there is an 8th player, that player gets China and
- Sinkiang, and his theatre of operations is the Asian mainland
- only.
-
- Germany - German and Italian Commands: The Italian partner takes
- only Southern Europe in Europe, Africa, and Syria-Iraq. The
- German partner takes the remainder of Europe, the British Isles,
- Asia, and any other island or continent captured.
-
- UK - Britain and Colonial Commands: The British partner takes UK,
- and his theatre of operations is Europe and Africa. The
- Colonial partner takes Canada, Australia, New Zealand, and
- India, and his theatre of operations is Asia, Southeast Asia and
- the Americas.
-
- Factories and Income:
-
- 1. A player with no starting factory gets unlimited use from his
- first factory, which is considered his original factory.
- Subsequent factories can only produce the income value of the
- territory. The location of the first factory is considered the
- partner's capital.
-
- 2. Building units in each other's factories is acceptable, up to
- the income value for non-original factories. The units can be
- either given to the partner, or else they must be moved back to
- their own theatre of operations as quickly as possible through
- the shortest route to their home theatre of operations. If the
- shortest route is blocked, the next shortest route is used,
- keeping in mind that units cannot normally attack outside their
- theatre of operations. If no clear route exists for a unit to
- travel to its own theatre of operations, that unit must stay and
- defend.
-
- 3. For the following players, a factory must be purchased in the
- first turn by the listed partners: Britain buys a factory for
- Australia or India (Colonist's choice), and US Pacific buys a
- factory for China or Sinkiang (China's choice). The new
- factories can be used immediately, since the partner's turns are
- considered separate turns.
-
- 4. For the purpose of counting income, each partner will get the
- income values of the territories in their theatre of operations.
-
- 5. To keep track of IPC levels on the National Production Chart,
- mark the positions on the board with various denominations of
- coins, and place a corresponding one on that partner's capital.
-
- 6. IPCs cannot be lent or given to partners.
-
- Combat:
-
- 7. No units can attack areas outside their theatre of operations,
- except for the following three exceptions:
-
- (a) Aircraft and ships can attack enemy ships anywhere. There
- are no restrictions on attacking enemy units on the high seas.
-
- (b) If a partner's capital is captured but he still has some
- units elsewhere, the other partners (and allies) may attempt to
- liberate the capital. In such a case the theatre of operations
- is suspended, and the partners can attack at will anywhere in
- that theatre of operations until the capital is liberated. In
- keeping with the A&A 2nd edition rules (page 20), the attacking
- partner keeps the income value of any captured territories until
- the partner's capital is liberated, at which time the production
- levels are transferred back to the partner whose capital was just
- liberated.
-
- (c) If a partner's capital is captured, and he has no more units,
- he is out of the game. The theatre of operations is now open to
- the other partners permanently.
-
- 8. If one partner gains a weapons development, the other partners
- get the same weapons development free.
-
- 9. To offset the Allied advantage, the German partner begins the
- game with Industrial Technology, and the Japanese player begins
- the game with Super Subs.
-
- 10. The Restricted Attack rule is invoked: the Russian player is
- not allowed to attack until the second turn.
-
- Victory Conditions:
-
- An important difference between these victory conditions and the
- regular A&A ones are that there is only one individual winner at
- the end, and that winner comes from the victorious side, either
- Axis or Allies. This single player victor gives every player a
- bit of an incentive to win for themselves, rather than for their
- side. However, only those players on the winning side may be
- counted as an individual winner!
-
- End of game (not victory) conditions are the Axis taking any
- three Allied capitals, and for the Allies, taking all of the Axis
- capitals, regardless of the number of players. An individual
- winner is declared using only the victorious side, either Axis or
- Allies. Each victorious country calculates its increase in IPC
- levels from the start of the game, and the one with the highest
- increase is the winner. It is calculated by taking the IPC level
- at the end of the game, divided by the starting IPC level. This
- forces partners to primarily work together to defeat the enemy,
- instead of going for individual winners.
-
- ------------------------------
-
- Subject: 19. Is Axis & Allies available on computer?
-
- Philips Media has a CD-i version of Axis & Allies by CapDisc
- available now for US$37.50, call 1-800-CAPDISC in the U.S. If you
- are interested in ordering discs for resale, call the Philips CD-i
- Direct Orderline at 1-800-824-2567 in the U.S. Also, there have
- been a few attempts by various readers of rec.board.games to produce
- a working version. [If you want your program mentioned, please let
- me know.]
-
- ------------------------------
-
- Subject: *20. Are there any computerized game aids available?
-
- J.C. Hamlin (jch@mail.cs.umn.edu) has a DOS program available that
- also computes the results of A&A battles. This program is shareware,
- and the current version level is 1.2. This program is written for
- a PC in 80x25 color text mode. It handles the entire attack
- sequence, including AA, off-shore shells, and subs. It does both
- land and sea battles (but not combined attacks, yet), it handles
- technology, and it allows you to set attack and defense strategies
- and objectives (save the bombers, take the territory, retreat the
- planes, etc), which basically allow you to specify how you want your
- pieces to be lost, when you want to retreat, and special case things
- like saving an infantry or tank to take the territory. It displays
- the 12 most likely outcomes (based on remaining pieces) with the
- number of times and percentage of the time each outcome happens, and
- exact piece counts for those outcomes. It also summarizes outcomes
- in several categories: attacker wins (takes territory, doesn't
- take), defender wins (attacker destroyed, attacker retreated),
- nothing left, and defending subs get away. It displays the number of
- times and percentage of the time each category occurred, and the
- average number of remaining pieces for that category.
-
- ------------------------------
-
- Subject: *21. WANTED
-
- - An Axis & Allies map in GIF, JPEG, PostScript, ASCII, or WHY format
- by Mark Hesidence (hesiden@stoner.com). He is programming a game
- aid and would like a computer map for it.
-
- - An FTP site for A&A material! It would be nice to have a site
- that is fairly accessible for ftping, stable, and willing to
- keep a small collection of A&A material for at least a couple
- of years. The collection would generally consist of the FAQ,
- house rules, and reviews, all in text. A couple of hundred K
- would be great!
-
- --
- (C)1995 Peter Goudswaard (pgoudswa@cln.etc.bc.ca)
- Please feel free to email suggestions for this FAQ!
-
-