@barnee thanks Barnee. I will def review your recommendation, especially as regards battles in the edit mode. Didn’t know that one.
*I too played D-Day from AH, but the “Smithsonian Edition”. Fun, simple, hex-based.
@barnee thanks Barnee. I will def review your recommendation, especially as regards battles in the edit mode. Didn’t know that one.
*I too played D-Day from AH, but the “Smithsonian Edition”. Fun, simple, hex-based.
Out-of-Box Optional Rules Checklist (if you don’t want to download the word doc)
Axis and Allies “Classic” 2nd Edition
Players should agree on the following optional rules (found on page 31) before starting the game:
Total Victory?
a) Yes
b) No
Placing Your Naval Units in Enemy Occupied Sea Zones?
a) Yes
b) No
Weapons Development Benefits?
a) Yes
b) No
Restricted Attack (Russia Restricted)?
a) Yes
b) No
No New Complexes?
a) Yes
b) No
An Individual Winner? (Page 22)
a) Yes
b) No
*7) Strict Neutrals?
a) Yes
b) No
*Imported from future editions of Axis and Allies, this rule is utilized to prevent the Allies from employing “Spanish Harlem”
@gamerman01 yes.
… and just to expand - you cannot wait until the combat is resolved and then decide after combat that you’re also going to conduct an amphib attack.
but the answer is 100% yes to your situation
@Colonel_Sanders @CaptainNapalm just a heads up in regards to the battle calculator. Ive been noticing the same problem for the last couple turns (game freezing after hitting “run” on the calc) and have had to open a new TripleA to run the calculator successfully.
I recommend opening a second TripleA to run your calculations as well as updating our TripleA (a new version was just released and that could be the issue).
The final video in my D-Day series is posted: https://www.youtube.com/watch?v=g8hiM192-zk&t=6s
Axis and Allies Classic, 2nd Edition
“Not-so-Obvious” Rules List:
“Stack” restriction – Players are restricted in the number of “stacks” they can create by the number of pieces that came in the original game. “Chipping” remains unrestricted. (Page 7, middle column)
Column Rolling – In ALL combats, dice are rolled by individual column from lowest to highest. Casualties are applied BEFORE rolling the next column’s attack. (Page 18)
During the COMBAT MOVEMENT PHASE, aircraft flying over a territory containing an enemy AA gun are fired upon as they fly over, even if they don’t end movement in that territory. (Page 13, right column)
*Newly purchased naval units are not allowed to be placed in sea zones containing enemy naval units. (Page 21, middle column)
If their original carrier was sunk, defending fighters may ONLY land on an island/island group or carrier in the same sea zone. Failure to do so results in elimination. (Page 15, left column)
Armor MAY “blitz” through a territory containing an AA gun or Industrial Complex. (Rules Clarification, last page, middle column)
a. AA guns still shoot at aircraft flying over their territory even after having been “blitzed” in this fashon. (Page 5, left column “combat is considered simultaneous”)
The Suez Canal can only be utilized if both Anglo-Egypt Sudan and Syria/Iraq are controlled by your side at the BEGINNING of your turn. (axisandallies.org, “the intent was always for the Suez to mimic the Panama Canal rules” -krieghund)
*optional rule on page 31 removes this restriction
@Martin said in 2025 Classic Tournament:
@ManuC23 you should immediately start playing the Classic league. If you finish six games before the end of the year, you will be in next year’s Playoff tournament.
@manuc23 I’ll play ya anytime =)
I just updated my TripleA and now the battle calc doesn’t freeze up the game.
@AndrewAAGamer said in Low Luck Lies - The serious problems with this silly mechanic.:
I think you are missing the point of Low Luck. It is not to remove any inconsistencies with the dice; it is to to remove low odds results.
I think you’re missing the point of the video. It is to demonstrate why that doesn’t translate well in games without Low Luck.
In your video you give an example of a 36% battle in Pure Luck dropping to 10% in Low Luck. That is the whole purpose of Low Luck.
…and I feel strongly this purpose is entirely unhelpful and (tried to) demonstrate why (with what you just posted being one of the reasons).
Results outside of the bulk of the Bell Curve are not possible in Low Luck. What Low Luck does is take a 75% battle and make it 100% or a 25% result changed to 0%. That is the point of Low Luck. To remove a game changing low odds result.
Right. I disagree that this is helpful or interesting in Axis and Allies for the reasons stated in the video.
@Krieghund if I have a group of three submarines and I would like to use the submarine withdrawal rule after the first round of combat, can I retreat ONE sub and leave the rest for a second round of combat or must I withdraw ALL if I intend to use this rule?
@ManuC23 most folks here on play by email (i think) - I’ve played for many many years and have never gone into the live server to find a game
@Colonel_Sanders If I haven’t said it before, Ill say it now. I hate “gotchas”. I prefer to get the best performance out of any opponent, no matter what platform.
I’ll make the edit on Japans turn, no problem. 👍👍
@Krieghund It appears that both Blockhouses and Bombers have targeted attacks. If the same rules apply to both, my question is: are the dice rolled and THEN the attacker selects the defender’s casualties or must the attacker call out the individual targets before rolling?
Or is the targeted attack sequential in that if both bombers are attacking a single zone filled with all three types of German units - can the allied player roll one die and assign the hit before rolling the second die and assigning any hit it might make?
@andrewaagamer I know. I felt/feel strongly that I have this down correctly. However, I have run into enough folks who contest or aren’t sure this is how to interpret this ruleset and so was hoping for the supreme authority to weigh in.
@gamerman01 if you click on the link to my initial response, you can see Krieg weigh in. Kinda interesting re: page 8
It was a ‘surrender’ for me since the France fiasco coupled with the failure of the Chinghai crap shoot. You guys have had me since then imo but the dice made it entertaining for sure.
You def have the IPC and def have the TUV totally cornered with no real hope in regaining it. Axis will def concede here.
@Krieghund said in Targeted Attacks:
@The_Good_Captain Technically, you have to choose a target before rolling each die. However, pretty much the same thing can be accomplished by rolling all the dice at once for units that can hit the same target(s) and then assigning the hits. For example, you could roll for all bombers in the same zone together, as they all have the same target choices.
I very much appreciate you taking the time but I am still if not more confused. Let me ask in a different way by switching to a turn 1 example. There are three blockhouses that fire at Sword beach. Sword beach has three potential target types. Which of the following is correct?
Example 1: The German player declares that two blockhouses will target the armor and one blockhouse will target the artillery. The two that target the armor both hit eliminating it from play. The blockhouse that targets the artillery misses. The end.
Example 2: The German player rolls three dice and gets two hits. He removes the British armor and artillery. The end.
Which is the correct approach to targeted attacks?
for anyone who peruses this sub-forum. I’ve edited the original documents for readability and removed all the bragging. Should be an easier read: https://www.mediafire.com/file/s1fbbddjic865af/Don_Rae_Hindsight_2020.docx/file
@gamerman01 said in LeeMorrison (+6) v Gamerman01 (Allies) Classic Tourn Loser bracket round 3:
I think we ran out of chips a few rounds ago.
game manual says to use pennies (not kidding) lol
@LederhosenMachtFrei I don’t think there should be much of a debate. From the rulebook page 6:
Sea Zones
Sea zones are either friendly or hostile. Friendly sea zones contain no enemy surface warships. Hostile sea zones contain enemy surface warships. Note that the presence of enemy submarines and/or transports does not count for the purposes of determining whether or not a sea zone is hostile.
…and then here on page 16:
Transports
If a transport encounters hostile surface warships (not enemy submarines and/or transports) AFTER it begins to move (not counting the sea zone it started in), its movement for that turn ends, and it must stop there and conduct sea combat.