Game History
Round: 1 Purchase Units - Germans Turning on Edit Mode EDIT: Adding units owned by British to Malta: 2 infantry EDIT: Turning off Edit Mode Germans buy nothing; Remaining resources: 49 PUs; Combat Move - Germans 1 submarine moved from South Atlantic Sea Zone to Celtic Sea Sea Zone 1 submarine moved from Mid-Atlantic Sea Zone to Davis Strait Sea Zone 1 submarine moved from Halifax Sea Sea Zone to British Convoy 4 Sea Zone Germans take British Convoy 4 Sea Zone from British 1 submarine moved from British Convoy 4 Sea Zone to Davis Strait Sea Zone 1 transport moved from Danish Sea Sea Zone to North Sea Sea Zone 2 submarines moved from Danish Sea Sea Zone to North Sea Sea Zone 1 fighter moved from Poland to North Sea Sea Zone 1 fighter moved from Norway to North Sea Sea Zone 1 fighter moved from Germany to North Sea Sea Zone 1 fighter moved from Germany to English Channel Sea Zone 1 submarine moved from Azores Sea Sea Zone to British Convoy 3 Sea Zone Germans take British Convoy 3 Sea Zone from British 1 submarine moved from British Convoy 3 Sea Zone to Celtic Sea Sea Zone 1 submarine moved from Bay of Biscay Sea Zone to English Channel Sea Zone 1 submarine moved from Denmark Strait Sea Zone to Davis Strait Sea Zone 1 submarine moved from Barents Sea Sea Zone to Soviet Convoy Sea Zone Germans take Soviet Convoy Sea Zone from Russians 1 submarine moved from Soviet Convoy Sea Zone to Barents Sea Sea Zone 1 submarine moved from Bay of Biscay Sea Zone to Celtic Sea Sea Zone 1 fighter moved from France to English Channel Sea Zone 1 infantry moved from Northern Italy to Tyrrhenian Sea Sea Zone 1 battleship, 1 destroyer, 1 infantry and 1 transport moved from Tyrrhenian Sea Sea Zone to Strait of Gibraltar Sea Zone 1 infantry moved from Strait of Gibraltar Sea Zone to Gibraltar 1 fighter moved from English Channel Sea Zone to Celtic Sea Sea Zone 1 fighter moved from Northern Italy to English Channel Sea Zone 1 bomber moved from Germany to Celtic Sea Sea Zone 4 infantry moved from Poland to Baltic States 1 armour and 1 artillery moved from Poland to Baltic States 3 infantry moved from Rumania to Bessarabia 1 armour moved from Rumania to Bessarabia 3 infantry moved from Hungary to East Poland 2 infantry moved from Poland to East Poland 1 armour and 1 artillery moved from Hungary to East Poland 3 infantry moved from Finland to Vyborg Combat - Germans Battle in North Sea Sea Zone Germans attack with 3 fighters, 2 submarines and 1 transport British defend with 1 battleship, 1 destroyer and 1 transport Units damaged: 1 battleship owned by the British Germans win with 3 fighters and 1 submarine remaining. Battle score for attacker is 28 Casualties for Germans: 1 submarine and 1 transport Casualties for British: 1 battleship, 1 destroyer and 1 transport Battle in Celtic Sea Sea Zone Germans attack with 1 bomber, 1 fighter and 3 submarines British defend with 1 destroyer and 2 transports Germans win with 1 bomber, 1 fighter and 2 submarines remaining. Battle score for attacker is 20 Casualties for Germans: 1 submarine Casualties for British: 1 destroyer and 2 transports Turning on Edit Mode EDIT: Adding units owned by Germans to France: 1 aaGun and 1 factory EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by British to Trans-Jordan: 1 aaGun and 1 factory EDIT: Turning off Edit Mode Battle in English Channel Sea Zone Germans attack with 2 fighters and 1 submarine British defend with 1 destroyer Germans win with 2 fighters and 1 submarine remaining. Battle score for attacker is 12 Casualties for British: 1 destroyer Battle in Davis Strait Sea Zone Germans attack with 3 submarines British defend with 1 destroyer and 1 transport Germans win with 2 submarines remaining. Battle score for attacker is 12 Casualties for British: 1 destroyer and 1 transport Casualties for Germans: 1 submarine Battle in Vyborg Germans attack with 3 infantry Russians defend with 1 infantry Germans win, taking Vyborg from Russians with 3 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Strait of Gibraltar Sea Zone Germans attack with 1 battleship, 1 destroyer and 1 transport British defend with 1 destroyer Germans win with 1 battleship, 1 destroyer and 1 transport remaining. Battle score for attacker is 12 Casualties for British: 1 destroyer Battle in Bessarabia Germans attack with 1 armour and 3 infantry Russians defend with 1 armour and 1 infantry Germans win, taking Bessarabia from Russians with 1 armour remaining. Battle score for attacker is -1 Casualties for Germans: 3 infantry Casualties for Russians: 1 armour and 1 infantry Battle in Gibraltar Battle in East Poland Germans attack with 1 armour, 1 artillery and 5 infantry Russians defend with 4 infantry 1 artillery owned by the Germans, 3 infantry owned by the Germans and 1 armour owned by the Germans retreated to Poland Russians win, taking Gibraltar from British with 1 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 2 infantry Casualties for Russians: 3 infantry Battle in Baltic States Germans attack with 1 armour, 1 artillery and 4 infantry Russians defend with 3 infantry 1 artillery owned by the Germans, 2 infantry owned by the Germans and 1 armour owned by the Germans retreated to Poland Russians win with 1 infantry remaining. Battle score for attacker is 0 Casualties for Germans: 2 infantry Casualties for Russians: 2 infantry Non Combat Move - Germans 2 infantry moved from Yugoslavia to Hungary 1 artillery and 1 infantry moved from Austria to Hungary 2 armour moved from Northern Italy to Hungary 1 infantry moved from Rumania to Hungary 1 artillery and 1 infantry moved from Czechoslovakia to Poland 2 armour moved from Germany to Poland 1 infantry moved from Bulgaria to Yugoslavia 1 infantry moved from Bulgaria to Rumania 1 artillery and 2 infantry moved from Greece to Yugoslavia 1 artillery and 1 infantry moved from Northern Italy to Yugoslavia 2 infantry moved from Southern Italy to Northern Italy 2 armour moved from France to Germany 2 armour moved from Netherlands-Belgium to Poland 1 infantry moved from Denmark to Germany 2 infantry moved from Norway to Finland 2 fighters moved from North Sea Sea Zone to Norway 3 infantry moved from Netherlands-Belgium to Germany 4 infantry moved from Eastern France to Germany 2 infantry moved from France to Netherlands-Belgium 2 infantry moved from France to Netherlands-Belgium 1 artillery moved from France to Netherlands-Belgium 1 fighter moved from North Sea Sea Zone to Norway 2 fighters moved from English Channel Sea Zone to Netherlands-Belgium 1 fighter moved from Celtic Sea Sea Zone to Netherlands-Belgium 1 bomber moved from Celtic Sea Sea Zone to Germany 1 fighter moved from Netherlands-Belgium to Germany 1 armour, 1 artillery and 1 infantry moved from Tunisia to Algeria 1 infantry moved from Morocco to Algeria 4 infantry moved from Germany to Poland 2 artilleries moved from Germany to Poland Turn Complete - Germans Germans collect 40 PUs; end with 89 PUsSpring 1942 First game
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Playing yourself Gamer? :-)
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No - playing someone who has no account yet.
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Sample dice roll
Rolls: 2@1 1@3; Total Hits: 02@1: (4, 3)1@3: (5)
Rolls: 1@2; Total Hits: 01@2: (5) -
Soviet Union with 29
Buys 2 tanks, 1 fighter, 2 artillary
(save 1)Not attacking
Noncombat moves
2 tanks, 1 fighter from Rus to Arc
3 infantry from Far to YakPlace 2 tanks, 1 fighter, 1 artillary in Rus
1 artillary in CauCollect 21, 22 on hand
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Dont know if I did it right?
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G2 with 42, buy 8 INF, 2 ART, 2 ARM
Combat moves -
Cau - INF (WRus) INF (Ukr) 3 ARM, FTR (EEu) 5 ARM (Kar) 2 FTR (Blk)
Arc - 5 INF (Kar) 2 FTR, BMB (EEu)
Egy - 2 INF, ART, ARM (Lib)
TrJ - 2 INF (Gib)It might not feel like it, but I’m holding back
If I hold back too much, you won’t learn very fast :-)No dice rolling from ambhibious assaults, so I may conduct combat in whatever order I want. I will pick the riskiest - Caucasus
Cau AA
Rolls: 3@1; Total Hits: 03@1: (2, 5, 5) -
I will only roll my attack because I will be waiting for your casualty choice.
Especially when there is a bomber on the ground or when there is a multi-national defending force you should only roll your attack and wait for the defender to choose casualties. The defender does not get to see his roll until after choosing casualties.Cau
Rolls: 2@1 11@3; Total Hits: 42@1: (2, 1)11@3: (4, 6, 6, 5, 1, 1, 5, 4, 6, 4, 2) -
Well your AA fire all missed, but at least my first round attack was well below average (average would be about 6 hits).
At this point you need to decide whether to lose the bomber or not. It doesn’t defend much worse than infantry, so you might want to hold on to it a little longer. Keep in mind that if I continue until I destroy all units that you will have the opportunity to counter-attack my tanks that remain in Caucasus, trading men for tanks (always a good thing).
But I don’t know what to advise you on the casualty choice…
An experienced player probably would have attacked West Russia and Ukraine with 2 infantry and planes (each one) because if a Russian unit stays in each one then Caucasus is immune from attack from the 8 tanks.I just realized that I could have used the Mediterranean battleship and transport to bring in two more infantry (cheap casualties) instead of taking Trans-Jordan. This would have been a stronger move.
Anyway, enough lessons for now - I’m trying to just teach you a little bit at a time. Let me know whether you lose the bomber in the first round or not, and the game will continue. :-)
Really cool to be playing you here.Map attached (if you want to see how things are)
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I just realized that I could have used the Mediterranean battleship and transport to bring in two more infantry (cheap casualties) instead of taking Trans-Jordan. This would have been a stronger move.
Or not! Did you say the Black Sea (zone 16) is closed off from 14 and 15 in this game?
I’m used to the Anniversary Edition (AA50) where it is open by default. Closing it is an optional rule in AA50…
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For zone 16 my axis and allies game says its an optional rule.
and I will lose the bomber in Cau -
Russian defense
Rolls: 1@1 7@2 3@3; Total Hits: 31@1: (5)7@2: (6, 4, 5, 1, 3, 3, 3)3@3: (5, 1, 2) -
Cau round 2
Rolls: 10@3; Total Hits: 510@3: (3, 6, 2, 1, 4, 6, 1, 5, 3, 6)
Rolls: 4@2 3@3; Total Hits: 34@2: (4, 1, 6, 6)3@3: (5, 3, 2) -
Retreat 4 ARM to Ukr
Arc
Rolls: 5@1 2@3 1@4; Total Hits: 35@1: (2, 3, 2, 5, 6)2@3: (2, 1)1@4: (1)
Rolls: 2@3 1@4; Total Hits: 12@3: (6, 6)1@4: (1) -
Z5 - 2 SS (Z7)
Z15 - BB (Z13)
Ukr - ART (Blk) INF, ART (Bel)
Bel - ARM (Ger)
EEu - 3 FTR (Cau) 2 FTR (Arc) INF, AA (Ger)
Kar - INF (Nwy) INF (EEu)
Ger - 3 INF, AA (WEu) BMB (Arc)
WRu - INF (Bel)Place 2 ARM (SEu)
Place 8 INF, 2 ART (Ger)
Collect 47, 47 on hand -
HI, i just purchased this game because it looked fun….and challenging, and by the way the rule book isn’t really clear.
I do have several questsions as i am new to the game…-
can air units be attacked by ground units and if so which ones can attack them…(excluding anti aircraft guns, i get how those work).
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how does the ipcs system work, in each round does the icp reset itself, to 40 or 30 or whatever amount of territories one may have. or does it add up to the next round…it would seem to make more sense of a reset system, but i could be wrong…very wrong, in other words gently correct my errors.
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Someone for the love of god explain how combat works… for example if I attack with say a soldier, do i have to roll anything lower than its current attack rating to do damage, and if so how do i apply damage, i get that they the opponenet choose which ones get the **** fan. but is their health their defense rating? how do these people die?
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and why does Russia have 24 ipcs, is it because they get to go first? it seems unfair… …and is there a way for everyone to go 1v1v1v1v1?
sorry for the trouble, but otherwise, that’s why i’m looking for i hope to get some answers because i want to play this game, it does look really fun.
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This isn’t the place to ask questions -
two of us are trying to play a game, here1) Yes. Any ground unit can attack any air unit that is on a territory
2) Every time a power conquers territory the IPC earnings totals are changed. If Russia takes a German territory worth 2 IPC’s, then the Russian income is moved up 2 and the German income is moved down 2. You collect income at the end of your turn, so you will get more IPC’s for each territory that you conquer during your turn. You can save money from turn to turn if you do not spend it all.
3) You roll a die for each unit in the battle. If you are attacking with an artillery unit, for example, you need to roll a 1 or a 2 to score a hit. Each hit scored results in a lost unit for the enemy.
4) Every power has a starting IPC amount. One of the powers has to go first. The starting units and money was all taken into account by the maker of the game in attempting to make a game where each side has about the same amount of power and money. Yes, you can have one player play an individual power, so Spring 1942 can have 5 different players - 3 on 2. The players need to work together to be effective.Axis and Allies is a blast. It is a very fun strategic game that has the proper balance of skill, strategy, simplicity and fun. This game is child’s play compared to a lot of other war games out there, but if the hardest game you’ve ever played is Risk, you may be overwhelmed.
Ask all the rules questions you want in a rules or FAQ thread, or you may private message me any time. As you can see, I’m a “rules deputy” on this site - I know the rules for AA50 and Spring 1942 thoroughly and have played various versions of Axis and Allies for many years. But this is a game-playing thread, as I said before, so rules questions don’t belong here. Thanks, and happy gaming to you. -
United Kindom
with 30 buy sub, fighter, transport
save 7Combat moves-
1 infantry from Ind, 1 tank from Per to FIC
1 fighter from Gbr to Nwy
1 fighter from Gbr to WEuNoncombat moves-
1 aircraft carrier 2 destroyer 1 battleship 2 transport from zone 2 to zone 6
Fighters from Nwy and WEu land on aircraft carrier in zone 6
tranport in zone 33 picks up infantry in Rho drops him in Per
1 infantry from Cng to Rho
aircraft carrier with fighter, battleship from zone 33 to zone 34
Sub in zone 47 to zone 31Place sub, tranport in zone 6
fighter in GbrCollect 39 on 46 on hand
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Only ground units can take control of territories
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Since you are moving transports to Z6 anyway, did you want to take control of Norway and France with an infantry?
I can move Japan since they are unaffected by this…. Then you can move USA and USSR -
@Tex:
aircraft carrier with fighter, battleship from zone 33 to zone 34
It’s a cruiser, not a battleship





