Damn… looks like I have to start over again on painting Europe, I have three territories as 3 when they are only 2.
Well I guess that is a conclusive answer to that tactic :)
Damn… looks like I have to start over again on painting Europe, I have three territories as 3 when they are only 2.
Well I guess that is a conclusive answer to that tactic :)
None of Russia’s starting territory has a high enough IPC value to allow factories to be upgraded to a major IC.
All of their minor ICs are built on territories with an IPC value of 2.
The relevant text from pg. 27 of the manual: “The industrial complex to be upgraded must be located on an originally controlled (not captured) territory that you have controlled since the beginning of your turn and that has an IPC value of 3 or higher.”
Uh oh. I think I made a mistake on the board I am painting…
I had been thinking about Russian tactics as I think I have drawn the Ruski’s in our next global game.
I was trying to find a tactic on the forum here that had evaluated the pros and cons of upgrading either of Russia’s Minor IC’s to Major.
Has anyone tried this? I don’t know if it is worth it but would like to see what pro’s and con’s people come up with. I am keen to try a bunch of tricks on my tenure with Russia as the player behind the 3rd Reich has only played once before and should give me more opportunities then normal :) This tactic would have to be considered post G1, and I think given the opportunity it could slow down the German advance by a turn or two.
So far my list of pros and cons:
Pro:
Con:
As a side note, I am up to hear any experimental or risky Russian tactics (not too risky though) that can sometimes pay off if the Germans are a new player.
@CWO:
This project looks like it’s coming along very nicely.
…
I’ve added a link to this thread in the “Global Gaming Table Threads and Pictures” compilation thread.
Thanks CWO!
@Young:
Nice Work Elzario,
Can’t wait to see the finished product, but it’s looking great so far. Have you thought about lining the bottom of the unit compartments with laminated tile, cardboard, or thin carpet?
…
Thanks YG :)
I think thats a good idea, lining all the “flooring” with felt or something like that. I am not entirely sure which direction I am going with the nation compartments though. I am not sure if I should put together some removable boxes with partitions, make fixed partitions in each compartment or just get tuck inserts for the existing boxes that came with the game. At the moment the nation compartments aren’t fixed in place, they are just screwed together so the normal game boxes fit on top. I like to play test things to get practical ideas and to know where I can streamline areas before committing to permantly attaching anything.
I do need to stain the whole thing before laying any of the felt down so I better work out what I want to do so I can do things in the right order!
Am doing some more work on it this week so next round of pics shouldn’t be too far away.
In my opinion, France is not supposed to be a strong or stable power until later in the game (if Paris get’s liberated). I think this is apt considering the historical nature of the Battle of France and the outcome.
“Do what you can, with what you have, where you are.” - Thoedore Roosevelt.
Next couple contain a closeup of the end dice/token trays. There are 4 in total of these on every corner of the board.
Another photo of the dice rolling region with the (removable) combat resolution area. I have actually printed up a top for the 2 combat resolution areas on each end of the board, but at the moment in this photo it was just the cardboard inserts that come with the game. I will be laminating these onto the top of these removable sections.
Whats next?
Complete the nation trays
laminate the combat resolution tops
Sand and stain(paint) the table so it has a rich dark mahogany
Attach trestle legs
Add felt to the dice rolling areas
obtain more 2nd edition pieces
conquer the world (optional)

Next photos are the board set up after the first stage of construction, and the second construction phase where I am doing the combat area on the ends and the trays and holders for all the pieces.


I have been constructing my Axis and Allies G40 custom table since Christmas. I was inspired by a lot of impressive tables I have seen on here, and of course to have a superiour and user-friendly gaming experience. I took into account a lot of features I had seen and also useful features for play. At the moment it is just a table-top that is sitting atop another table. Once it is complete I will probably get a couple of trestle’s to fix it to (with screws so it can be de-assemblied for logistical reasons) as I do not wish for someone after too many beers and in abject misery to lean on the edge and tip it. That being said this hasn’t happened during any of the games on it which all involved a fair few beers over the course of the game.
I have designed it so that a cover can be placed over the top of the board while it is set-up as where we play under my house is not fully enclosed. Without something protecting the board and set-up the wind and sun could wreak havoc on a game that needs to be put on hold for a few days. It can be debated (and I was also a bit worried) that it may be too deep however it is not an issue when playing and no-one else that has played has even noticed any issue in that regard.
These first two attachments are the board in its early construction, the bases and outer sides put together and then the inner sides defining the board area.


@A&A:
Axis & Allies is played in rounds. A round consists of each power taking a turn.
Order of Play: Germany -> France
One must assume after France concludes it’s turn that a round is complete.Nowhere is a Round defined as the start of an arbitrary nation to the start of that same nation. Otherwise, all nations that haven’t gone in that Round would not meet the “each power taking a turn” rule.
That’s why I disagree.
I think the definition could go either way.
Round (n.)
1. Sometimes, rounds. a completed course of time, series of events or operations, etc., ending at a point corresponding to that at the beginning.
2. Any complete course, series, or succession.
I think the definition of round in the first circumstance supports the France ends the round argument, but the second definition lends support to the “everyone-plays” round definition.
At the end of the day I think it is fair to play whatever definition you like, but as always in my games we always make clear these sorts of rules before play so it lessens arguments down the track.
I have never seen Allied win via the VC’s - always surrender.
Another topic on the issue: http://www.axisandallies.org/forums/index.php?topic=29281.0
@Young:
That would be tough trying to hold them all for a whole round, but also trying to keep track of when you have them all, and for how long.
You may be right actually, from the rulebook:
The Axis wins the game by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map
for a complete round of play, as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.
The Allies win by controlling Berlin, Rome, and Tokyo for a complete round of play, as long as they control an Allied capital
(Washington, London, Paris, or Moscow) at the end of that round.
I would say that when it infers “end of that round” it would just mean after Frenchy’s turn.
Although here is a qutoe from another thread on Victory:
Oh yeah, Cow is right. I forgot to put in that you have to control those victory cities for one full round to achieve victory.
For example: Germany captures the 8th victory city. If at the beginning of Germany’s next turn the Axis still has 8 victory cities, then the Axis win.
The link: http://www.axisandallies.org/forums/index.php?topic=27795.0
This question has been asked before on the forum as I copied it to an FAQ sheet for some of the guys I play with. I think one of the old hands clarified it to be one full round from whoever captured the victory city last. Am just trying to find it now
you could just say, at the beginning of any round of combat, the defender can declare a retreat.
then either the attacker gets to attack like I said, or the attacker rolls one regular round of combat, and the defender does not roll at all.
I like this as a defensive retreat option, but for simplicity I would probably just have it as normal regular round of combat for the attackers - but that is me, simple things for simple minds eh?
The ‘Full Round’ counter would reset each time it is recaptured. So it wouldn’t be until Italy’s turn (barring Allies recapturing one of the cities) that victory is acheived
additional question say you declare to use 3 kamikaze on 2 targets and you sink 2 targets before you used the 3rd kamikaze.Will you still be counted as using 3 kamikaze or still have that one left over for later.
I think you forefeit the last one, am just looking up the rule book now - perhaps someone can beat me to the punch…
EDIT: Couldn’t find any reference to this in the 2nd Edition rulebook… so I will leave it for the experts to confirm. My instinct is you forefeit the last one as when you elect to use 3 of them before they are resolved, that is when they are considered spent.
Medium luck is the best thing that anyone ever came up with to address this.
anytime you are about to roll dice you can choose - Average + remainder die, or all dice.
It makes a hell of a better game, and most of the time, you find that you risk in on the dice anyways!
How does medium luck work?
My understanding is you can choose low luck or normal dice roll before resolving combat. I guess you can do it before each roll if you wanted.
Yeah sorry, I should of left that part out, made it more complex than the question was :)
I was quite sure of the answer but it was one of the basic things that you over think :roll:
I found the answer and was my first reaction to the question
To clarify the question I was asked: “If no Anti-Air gun is present in the territory being attacked do the aircraft fight unopposed?”
The answer being no, combat proceeds as normal (with those exceptions of transports, submarines etc.)
A friend just asked me a question about units defending against aircraft, and I was a little tenative about the answer.
Say you had 5 infantry and a tank in a territory and someone was attacking it with 5 planes, the ground units roll as normal against the aircraft right? or is it ONLY anti-air & aircraft that roll against attacking aircraft?
My initial answer is that anti-air get a bonus roll (limit of 3 planes etc.) before the first round, and then combat is conducted as normal, but I had that 2% of doubt that prompted me to just confirm.
Sorry for a fairly obvious, and probably repetitive question, I just don’t have the rulebook at work and wanted to give a 100% answer
Dice.
I like the idea that you can make gambles that pay off. The analgy that Zhukov44 makes about poker vs chess is perfect!
next game I am thinking of giving everyone 3-5 combats where you can call low-luck and that fight is resolved by low luck as opposed to dice. Gives people a little bit more confidence in that one big gamble they need to pull off but keeps everything from being reduced to linear combat.
Pure low-luck games don’t sound that interesting because you are normalizing everything which doesn’t strike me as being anything like a war. I love those wins/losses that occurr completely against the grain and these occur in the field too, Rats of Tobruk anyone?