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If the Allies choose to neglect Japan, then Japan must advance towards Russia as soon as possible. The Axis powers generally start off with more combat units on the board than the Allies and must attack quickly to achieve their goals. The Axis must get even in economical production. The allies can choose to neglect Japan and focus to kill Italy or Germany first. This way they buy time and make use of their economical advantage. The game is usually won or lost on the Russian front. The Allies must make sure that the Russians can hold position against the Germans. Consider to do it as German Player when your blitzkrieg is not super succesful. If you don't, how the fuck did you end up on 1d4chan anyway Note - The information within this article applies mostly to Axis & Allies and Axis & Allies. If you enjoy strategy, battles and an extraordinary dose of awesome: PLAY THIS GAME. Through its many expansions, it covers most if not all theatres of the second World War. The IPC loss will hinder your oppoment a lot.ĭeveloping new weapons is expensive and risky because it doesn't guarantee anything. Axis and Allies is a board game based off WWII and is thus awesome. A&A 50th Anniversary Edition rule book (3.1 MB PDF) Revised Edition A&A rule book (8. Axis & Allies (A Yahoo group) WOCs Axis & Allies Revised Rules FAQ - clarifies some of the commonly confused rules. Try to do strategic bombing raids with your bombers as much as possible. Axis & Allies Wikipedia article Wizards of the Coast (WOC), Axis & Allies - official site. If you can retreat after scoring more casualties than you got yourself, it was an worthwhile attack. These mammoth aircrafts are the only units in the game that can attack. Sometimes (even when you are weaker), it's a good idea (for sure as Russian) to attack your enemy to disrupt his strategy. German Tank HBG Panzer V x1 Axis and Allies Painted Pieces. Axis & Allies 1942 Online is an official adaptation of the best-selling board. You should attack when you think you can win (and keep enough surviving units) a battle to gain more IPC's at the end of your turn. Transports carry land units to embattled territories but are sitting ducks for enemy attacks.They require 2 hits to sink, but cost 24 IPC's.ĭestroyers are cheaper, attack and defend on a 3 and limit even enemy submarine capabilities.Ĭheap submarines attack and defend on a 2, but they have a deadly opening fire shot and can move through hostile sea zones.Īircraft carriers have strong defensive capabilities and allow your fighters to land far from shore. They can also move farther than other land units and are very suitable for a blitzkrieg.įighters are strong on attack and defense but can fly only 4 spaces.īombers can fly up to 6 spaces and can do special strategic bombings.īut they are more expensive and much weaker in defense.īattleships are very powerful, both in attacking and defending (a die roll of 4 or less). Tanks cost more than infantry (5 IPCs) but attack and defend on a 3. Infantry are a good for a defense, because each costs only 3 IPCs and scores a hit on 2 or less when defending.