Learn how to play the original Axis and Allies Europe better. Follow along in my new series. https://www.youtube.com/watch?v=PSyrIwF7tX4
The intro video and the German strategy video are posted.
Learn how to play the original Axis and Allies Europe better. Follow along in my new series. https://www.youtube.com/watch?v=PSyrIwF7tX4
The intro video and the German strategy video are posted.
Hey everyone! Here are some photos of my G40 custom job. I built this to be relatable to all players and only added features to subtly enhance playability. Dress right dress and standardization were the order of the day.
List of features:
Check out my YouTube customization series for more info:
https://www.youtube.com/watch?v=VhtS9kBOK7s&t=859s



@kwaspek104 @gamerman01 @VictoryFirst @DoManMacgee @Ragnell804 @Martin @elche
This is a new thread for the 2025 Classic tournament. I believe everything has been sorted out. What @Martin started last year has expanded with additional talent. You are all exceptionally talented and friendly players imo.
If there is any dispute let me or gamerman know and we will help get it resolved.
We’re playing
Classic, 2nd Edition with
Restricted Attack,
Can build in enemy occupied sea zone,
No Neutrals, and
tech turned on at Russia turn 4 to the end.
Sides are by agreement or bid as outlined by Gamerman.
Please report game results here.
If this tournament works out well (I feel strongly it will), I’ll open it up by advertising on Facebook and YouTube next year and give the G40 league a run for its money. Best of luck to you all. Have fun. Be cool.
Let’s push some plastic.
This will act as a “one stop shop” for anyone interested in my work regarding digital downloads of AnA boards:
Classic (Milton Bradley): http://www.mediafire.com/view/x2tq68bqzf9svnv/Axis Allies Board.jpg
Europe (1999): http://www.mediafire.com/file/kmjn20usjj693ec/Europe1999.png/file
Pacific (2000): http://www.mediafire.com/file/322b1gupqmgnhm4/Pacific2000.png/file
Revised: http://www.mediafire.com/file/h3p3rbk0hq9xeiu/Revised.png/file
Guadalcanal: https://www.mediafire.com/file/3g7hongk3pk1ft6/Guadalcanal+Board+Final.png/file
Xeno Games 3rd Edition: https://www.mediafire.com/file/7i8mgxaom0d9oqw/Xeno+The+World+at+War+3rd+Edition+Board.png/file
Xeno Games 4th Edition (same map structure just published with different colors): https://www.mediafire.com/file/v26nobwcpm246rw/WaW4th.png/file
Fortress America (1986): https://www.mediafire.com/file/f4ku5mf8oxyszxa/FA.png/file
https://www.youtube.com/watch?v=fnA3xAM_CjM
Punchline: TripleA is the most efficient online platform on which to play Axis and Allies. This allows players to play more games with the added benefit of playing a variety of opponents. More games against different opponents means a far more diverse range of experience which makes the AnA player more lethal in all his future games…including those played face to face.
Optional Rules for balance
Experienced players sometimes find that it’s too easy for the Entente to win. If the Entente is winning too often, use some or all of the following changes:
The Russian Revolution rule is no longer considered optional.
USA starts with zero IPCs and is at war on the beginning of USA turn 5 (unless attacked first).
The invasion of neutral territories that did not start the game aligned is not permitted [Exception: Persia].
Dardanelles Rule: Though movement into SZ 20 is allowed, passage through SZ 20 is not unless you or a power from your side controls Constantinople. Amphibious assaults against Ankara and Mesopotamia is no longer permitted unless the attack originated from SZ 21 or if you or a power from your side controls Constantinople.
The boarder between SZ 17 and SZ 18 now exists from the boot heel of Naples to the Greece/Albania boarder.
Make the following setup adjustment for Italy. Rome and Piedmont should each have three infantry (not six) and two artillery.
*If the above changes are made and its still too easy for the Entente to win, agree (or bid) on the removal of an amount of Russian ARTILLERY from their at start setup (as of 03/08/2024, I recommend the removal of 6-8 Russian artillery - yes, the game appears to be THAT imbalanced).
A review of two older ‘third party’ variants for Axis and Allies that deserve more respect than they get: https://www.youtube.com/watch?v=lsm4is72-sc
@Central-Powers-boss With all love and respect for folks who actually play the game, I feel strongly that if your opponent’s lost as the Entente and you guys were playing an out of box game, then they were extraordinarily unlucky or extraordinarily inexperienced or both.
I could be wrong, but I’ve played over 150 games of 1914 in the last three years against at least 15 different opponents and not only never lost as the Entente but never came close to losing. That doesn’t mean there isn’t something we all missed and of course I extend an open invitation to play as many games as you like that one or both of us might be better players for it.
My opening comments on this game as a player only (I helped with playtesting but can’t discuss that part). The intent here is to manage the expectations of new owners and to help those on the fence make a decision regarding purchasing this fine game:
Game History
Round: 10
Research Technology - Japanese
Japanese spend 50 on tech rolls
Japanese roll 4,3,6,5,3,6,1,1,5,4 and gets 2 hits
Japanese discover Long Range Aircraft and Super subs
Activate Technology - Japanese
Japanese activating Long Range Aircraft and Super subs
Combat Move - Japanese
4 fighters moved from Japan Sea Zone to New Guinea Sea Zone
3 fighters moved from India to New Guinea Sea Zone
1 fighter moved from Red Sea Zone to New Guinea Sea Zone
1 bomber moved from India to New Guinea Sea Zone
1 infantry moved from Anglo Sudan Egypt to Red Sea Zone
1 infantry moved from Manchuria to Yakut S.S.R.
Japanese take Yakut S.S.R. from Russians
3 infantry moved from Manchuria to Soviet Far East
1 infantry moved from Japan to Japan Sea Zone
1 infantry and 1 transport moved from Japan Sea Zone to Hawaii Sea Zone
1 infantry moved from Hawaii Sea Zone to Hawaiian Islands
Japanese take Hawaiian Islands from Americans
1 armour moved from India to Persia
1 infantry moved from Anglo Sudan Egypt to Red Sea Zone
2 infantry moved from Red Sea Zone to Persia
Combat - Japanese
Battle in Soviet Far East
Japanese attack with 3 infantry
Russians defend with 1 infantry
Japanese roll dice for 3 infantry in Soviet Far East, round 2 : 1/3 hits, 0.50 expected hits
Russians roll dice for 1 infantry in Soviet Far East, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Soviet Far East
1 infantry owned by the Russians lost in Soviet Far East
Japanese win, taking Soviet Far East from Russians with 2 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 infantry
Battle in Persia
Japanese attack with 1 armour and 2 infantry
British defend with 2 armour
Japanese roll dice for 1 battleship in Persia, round 2 : 0/1 hits, 0.67 expected hits
Japanese roll dice for 1 armour and 2 infantry in Persia, round 2 : 2/3 hits, 0.83 expected hits
British roll dice for 2 armour in Persia, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese lost in Persia
2 armour owned by the British lost in Persia
Japanese win, taking Persia from British with 1 armour and 1 infantry remaining. Battle score for attacker is 7
Casualties for Japanese: 1 infantry
Casualties for British: 2 armour
Turning on Edit Mode
EDIT: Removing units owned by Japanese from New Guinea Sea Zone: 3 fighters
EDIT: Removing units owned by Americans from New Guinea Sea Zone: 2 carriers, 1 fighter, 1 submarine and 4 transports
EDIT: Turning off Edit Mode
Battle in New Guinea Sea Zone
Japanese attack with 1 bomber and 5 fighters
Non Combat Move - Japanese
4 fighters moved from New Guinea Sea Zone to Hawaii Sea Zone
1 fighter moved from New Guinea Sea Zone to French Indo China
1 bomber moved from New Guinea Sea Zone to Manchuria
1 armour moved from India to Kwangtung
1 infantry moved from China to Manchuria
1 infantry moved from Sinkiang to China
1 infantry moved from Kwangtung to Manchuria
1 infantry moved from French Indo China to Kwangtung
1 infantry moved from India to Sinkiang
6 infantry moved from India to French Indo China
2 infantry moved from Syria Jordan to Anglo Sudan Egypt
1 aaGun moved from Manchuria to Japan Sea Zone
1 aaGun moved from Japan Sea Zone to Japan
5 infantry moved from Japan to Japan Sea Zone
1 battleship, 2 carriers, 5 infantry, 4 submarines and 5 transports moved from Japan Sea Zone to Hawaii Sea Zone
5 infantry moved from Hawaii Sea Zone to Hawaiian Islands
Turn Complete - Japanese
Japanese collect 45 PUs; end with 46 PUs
Combat Hit Differential Summary :
Japanese regular : 1.00
Russians regular : 0.67
British regular : 0.33
J10.tsvg Axis: +1.72
@The_Good_Captain said in Gamerman01 v TheGoodCaptain (+8) Loser bracket final:
The Japanese rolled 10 tech dice and got Long Range Aircraft and Super Submarines.
I did two land combats and I’m doing this air/naval battle last here on the forums as per our agreement pre-game.
Rolling for the 8 fighters only and then will wait for your casualty selection before rolling the bomber.
[dice 8d6]
The combat move is in my first post regarding this turn. I’m not sure what you mean otherwise?
I rolled the last roll in accordance with the < feature.
Let me know if we’re talking past each other.
ill do the NCM tomorrow
transports [dice 3d6]
carriers [dice 2d6]
fighter [dice 1d6]
let me know what surviving piece you’d like
Round 2:
Fighters
[dice 7d6]
transports [dice 4d6]
carriers [dice 2d6]
fighter [dice 1d6]