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- Archive-name: games/axis+allies
- Last-modified: 09/07/1995
- Version: 1.3
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-
-
- -=-=-=-=-=-=-=-=-=- Axis & Allies FAQ v1.3 -=-=-=-=-=-=-=-=-=-=-
-
- Maintained by: Peter Goudswaard (pgoudswa@cln.etc.bc.ca)
- Co-maintained by: Dewey Barich (barich@tam2000.tamu.edu)
-
- * New or modified items are designated by an asterisk in front!
-
- ------------------------------
-
- Table of Contents
-
- *0. New in This Issue
- 1. Blurb
- *2. Contributor List
- *3. What am I reading and where do I find it?
- 4. What if I disagree with something in this FAQ?
- 5. What is Axis & Allies?
- 6. What are the Second Edition Rules?
- *7. What are some common rule misconceptions?
- 8. Can I get additional game parts?
- 9. Can I make the game more realistic by creating a Pearl Harbor?
- 10. Is the game imbalanced?
- 11. How do I balance the game?
- *12. Can I play by email (PBEM)?
- 13. Are there expansion sets available?
- *14. Are there any good house rules available?
- 15. What are the effects of using the 2nd Edition optional rules?
- 16. How do I calculate the probability of units hitting or missing?
- *17. Are there any game conventions that include Axis & Allies games?
- *18. What kind of tournament rules are used?
- *19. Is Axis & Allies available on computer?
- 20. Are there any computerized game aids available?
- 21. WANTED
-
- ------------------------------
-
- Subject: *0. New in This Issue
-
- Section 7, which contains common rule misconceptions, now has some
- new additions that Dewey Barich received directly from Milton Bradley
- that you won't find in the Rules or Rules Clarifications! Be sure to
- check it out, it could affect the way you play the game!
-
- If you are looking for new ways to balance the game or spice it up,
- check the new bidding systems in section 18.
-
- Section 19 now has a review of the CD-i version of A&A, and a URL to
- a more detailed version, many thanks to Chris Adamson for supplying it.
-
- An apology is owed to the many people who have been patiently waiting
- for this release of the FAQ (you know who you are).. I should have
- released a maintenance version long ago to make things right.
-
- ------------------------------
-
- Subject: 1. Blurb
-
- All trademarks and copyrights acknowledged property of the Milton
- Bradley Company. This article is copyright 1994 by Peter Goudswaard
- and may not be reproduced in any form without permission by the author,
- except for personal use or redistribution through normal Usenet
- channels and no fee is charged for such use. Reproduction on CD-ROM
- is permitted if two copies of the CD's are given as payment to the
- authors.
-
- Please feel free to email suggestions for this FAQ!
-
- Maintained by: Peter Goudswaard (pgoudswa@cln.etc.bc.ca)
- Co-maintained by: Dewey Barich (barich@tam2000.tamu.edu)
-
- ------------------------------
-
- Subject: *2. Contributor List
-
- The contributor list will now only list *new* contributors for this
- issue of the FAQ. If there is a section in the FAQ that you
- contributed to, and you want your name and email address to appear
- next to it (in case Milton Bradley wants to hire YOU for A&A 2!)
- just drop me a note.
-
- Thanks to the following for their contributions:
-
- Chris Adamson
- J.C. Hamelin (jch@cs.umn.edu)
-
- ------------------------------
-
- Subject: *3. What am I reading and where do I find it?
-
- You are reading the unofficial Axis & Allies FAQ. It answers some of
- the most Frequently Asked Questions regarding the game Axis & Allies.
- It is available from ftp://rtfm.mit.edu/pub/usenet/rec.games.board/
- and is posted on news.answers, rec.answers, and rec.games.board.
- It is also available from the unofficial Axis & Allies ftp site, from
- ftp://wais.com/pub/games/axis+allies/. The site is mirrored at:
- ftp://ftp.indirect.com/pub/rpg/. The structure of our directory on
- wais.com is as follows:
-
- /pub/incoming/games/ - where you upload submissions
- /pub/games/axis+allies/ - the latest version of the FAQ
- /pub/games/axis+allies/variants/ - variants and house rules
- /pub/games/axis+allies/utils/ - miscellaneous utilities
-
- If you do not have ftp access or Usenet news, you can request the
- latest FAQ from Britt Klein, the maintainer of our ftp site. Send
- her email at britt@wais.com, and ask her for the latest Axis
- & Allies FAQ.
-
- There is a rec.games.board FAQ which can be obtained from the same
- locations as this FAQ. If you do not have anonymous ftp access, you
- can access the archives by mail server as well. Send an e-mail
- message to mail-server@rtfm.mit.edu with "help" and "index" in the
- body on separate lines for more information.
-
- The FAQ is posted at least monthly. Due to a backup disaster,
- a version history and back issues from v0.9 onward only are
- available by special request from the maintainer of this FAQ.
-
- ------------------------------
-
- Subject: 4. What if I disagree with something in this FAQ?
-
- There are only two possibilities: either I'll stand corrected and add
- your name to the list of contributors, or I'll email you telling you why
- I won't stand corrected. Please, there are many opinions on the hows
- and whys of the game, so if you have a beef, don't post it, please email
- me and we'll chat.
-
- ------------------------------
-
- Subject: 5. What is Axis & Allies?
-
- A company called Nova Game Design, Inc. introduced Axis & Allies at the
- 1981 Origins convention. The pieces were brightly colored cardboard
- shapes like triangle tanks, hexagonal fighters, and round anti-aircraft
- units. In the Nova Games edition, there were many differences from the
- current Milton Bradley version that most are familiar with. For
- example, submarines were not hindered by enemy naval units, and could
- run a blockade by moving two spaces right through an enemy fleet. Also,
- neutrals were more of a factor, like Spain, although a neutral,
- contributed 3 to the German economy. Most neutrals also had an economic
- value. For weapons development, the current Heavy Bombers was
- originally the Atomic Bomb. And the Nova version also had kamikaze
- attacks for the Japanese, moveable Russion factories, US Marines, the
- British Home Guard, and German SS Panzerkorps.
-
- Three years later, after slumping sales, Milton Bradley took over, and
- Axis & Allies became part of their Gamemaster line of wargames, which
- has included Broadsides & Boarding Parties, Fortress America, Conquest
- of the Empire, and Shogun. Axis & Allies is a two to five player
- wargame that takes place in the spring of 1942. Players control
- Britain, USA, Russia, Japan and Germany. It is considered by many to
- be a "beer and pretzels" game, due to its over-simplification of
- warfare. But the well-designed plastic units and large, bright box
- attract many first-time wargamers, and the ability to run an entire
- war in an evening attracts even more hard-core gamers.
-
- ------------------------------
-
- Subject: 6. What are the Second Edition Rules?
-
- The Second Edition Rules were released to both clarify existing rules
- and improve game play and balance. You can order a set of the Second
- Edition Rules by sending US$2.00 to:
-
- CO Department BP
- Milton Bradley Company
- 443 Shaker Road
- E. Longmeadow, MA 01028
-
- You can also ask for the rules clarifications, a short, four page
- pamphlet describing unclear rules. And it's free. One reader,
- Joe Darcy (darcy@cs.rutgers.edu), sent away for the free rules
- clarifications, and received another copy of the manual, free! YMMV.
-
- Everything contained in this FAQ, and most discussion on rec.games.board
- refer to the Second Edition Rules. If you don't have them, get them!
-
- ------------------------------
-
- Subject: *7. What are some common rule misconceptions?
-
- The purpose of this section is to review some rules issues that are
- commonly misinterpreted or misunderstood. It is necessary to review
- several things before getting to rules.
-
- 1) It is important to know where to look for rules. The manual is of
- course the first place. And, in many games it is the only place
- to find answers. But, with Axis and Allies there is another: The
- Rules Clarifications. This is a four page insert that has come
- with the game (and manuals ordered from MB) since 1991. These
- have answered a number of issues for many players.
-
- 2) Criterion for judging. When possible, I will cite the Rules Manual,
- the Rules Clarifications or responses from letters to Milton Bradley.
- If none of these is feasible, I will make a judgement, which will
- always be overridden by anything MB prints should we disagree. If
- you disagree with a call I make, send me a note and we can discuss it.
-
- 3) Without upsetting any readers, let me make an observation. Having
- been reading rec.games.board for several years now, as well as
- general A&A experience, I have noticed that *many* of the questions
- that arise could be answered with a good read of the Manual and/or
- Clarifications. I simply cannot emphasize how much a good reading
- and understanding of the rules is worth. There are plenty of valid
- reasons still for not having it all down, and that is why we have this
- section. But for your benefit, try to find the answers in the rules.
-
- 4) Some advice: whenever you are looking to answer a question, be as
- objective as possible. When possible, use direct statements in
- context. If we all did that, then no questions would arise over
- things that are covered in the rules. Still, there are a number of
- grey issues that still require attention. Try to avoid using the
- argument "The Rules don't say I *can't*." If used at all, this
- should only be used as a last resort. Remember: The absence of
- evidence is *NOT* evidence of absence!
-
- 5) Don't forget about house rules! Many players modify the rules in
- their own group, but then forget which rules are which and argue
- endlessly when they play with someone else. House rules are fine,
- but do not forget the "official" rules.
-
- 6) In the actual rules citations below, "Manual" refers to the Second
- Edition Rules Manual, "Clarifications" refers to the Rules
- Clarifications (released in 1991), and "Communication with Milton
- Bradley(date)" refers to a correspondance between me and Milton
- Bradley. The date gives date they wrote the letter to me.
-
- Organization of this section: There are now two sections of rule
- discussions. The first is composed of questions that are clearly
- stated in the Manual and or Clarifications. The second contains more
- obscure questions. The second section will understandably have some
- less concrete arguments.
-
- Section 1: Rules often missed but stated in the Rules
-
- When do AA guns fire?
-
- AA guns fire during enemy combat movement ONLY. Source: Manual,
- page 13 (middle column, under "Antiaircraft Guns").
-
- Where can aircraft land?
-
- During the non-combat phase of a player's turn, he may land
- his aircraft in any territory that he or one of his allies
- have controlled since the beginning of his turn, provided the
- remaining movement alotment can get the plane there safely.
- In other words, the state of the board when that player's turn
- started defines all legal landing spaces for that player's
- aircraft during that player's Non-Combat Movement. Source:
- Manual, page 21 (top section, "Non-Combat Movement").
-
- What can retreat from an amphibious assault?
-
- Nothing. All units involved fight to the death. Source:
- Clarifications, page 3 (top right).
-
- In an amphibious assault, when can battleships use their one-shot support?
-
- a) A battleship must be in the same sea zone as the transport(s).
- b) There can *not* have been any combat in the sea zone (and
- you cannot hold battleships back from clearing the sea zone).
- Source: a) Manual, page 15 (column 3, paragraph 3).
- b) Clarifications, page 3 (middle under "Amphibious
- Assaults"), and Manual, page 15 (right, under
- "Important" under "Note").
-
- How do fighters move when on an ally's carrier?
-
- If you have any fighters on an ally's carrier and that carrier
- moves during your ally's turn, your fighters just ride along,
- with no loss of movement factors from your planes. Source:
- Clarifications, page 3 (right, under "Carriers And Fighters").
-
- How many *new* industrial complexes can be built during a game?
-
- Four. There are eight on the board at the start of the game, and
- there are twelve complex pieces. The number of locations that
- have a specific unit type is always dependent of the number provided.
- This also means that any country could only have bombers in three
- places, carriers in two, subs in six, etc. The number of units in
- each place is unlimited, but the number of locations is not.
- Source: Clarifications, page 4 (bottom right, "More Markers?").
-
- Section 2: Situations not covered clearly in the rules.
-
- *How do fighters fight on an ally's carrier?
-
- If a carrier attacks while carrying an ally's fighter(s), the
- fighters cannot fight, but can be taken as losses, provided the
- owner of the non-fighting fighter consents to the loss.
- Source: Communication with Milton Bradley (dated July 27, 1995).
-
- *What defines a legal sea zone for withdrawing subs?
-
- For attacking subs, this is more clear. Attacking subs must
- withdraw to an adjacent sea zone from which any attacking
- naval vessels came (Source: Manual, page 17, under "Where:").
- For defending subs, this is more complex. Defending subs must
- withdraw to any friendly or unoccupied adjacent sea zone (Source:
- Manual, page 17, under "Where:". But, what is unoccupied?
-
- A sea zone becomes unoccupied when the attacker vacates it.
- Source: Communication with Milton Bradley (dated July 27, 1995).
-
- So, during the combat phase of a turn, a defending sub can withdraw
- into a sea zone that the enemy had left during that same turn's
- combat movement phase. Thus, it does not matter if the attacking
- units that left the zone might or might not retreat.
-
- Note: I personally disagree with this statement from MB, as it
- violates a principal that I have noted the spirit of throughout
- the rules. The principal is that "the state of the board at the
- beginning of the present turn defines what is legal." This idea
- applies to legal landing spaces and use of canals, even to the point
- that, for example, if during the first turn Egypt falls to Germany
- and *then* the UK sub south of Turkey is attacked and missed, it
- can go through the canal even though Germany has already captured
- Egypt. However, I recognize MB as the experts and thus will accept
- it, pending further questions -- Dewey Barich.
-
- *How do transports unload units into two territories?
-
- This is by far one of the most complicated issues in the rules.
-
- There is an example in the Manual that shows a UK transport
- dropping into Finland and Western Europe during the same
- turn. There are two observations that must be made here:
-
- 1) The infantry are being dropped from the same sea zone
-
- 2) The UK controls both territories
-
- A question then arises: Can a transport drop into two
- territories *only* during non-combat? Or can they be dropped
- to two territories in combat movement as well?
-
- Due to the example *specifically* stating that the UK can drop
- into both Finland *and* Western Europe, the interpretation here
- is that "split landings" are legal only during the non-combat phase.
-
- In a situation where a transport with two infantry moves 1 or 2
- spaces, and is adjacent to two countries, a question arises whether
- the infantry can unload one to each of those two countries, and
- whether it is allowed in both combat and non-combat portions. Let
- us take the manual's example of a tranport that bridges two
- infantry from Britain to Norway and Western Europe. Now, the
- example on page 16, 2nd column says that the transport can drop
- one infantry in Norway and one in Western Europe, *if the UK
- controlled these territories*. This states that the UK must own
- the territories, which means that either (1) bridging is only
- allowed during non-combat movement, or (2) that unloading to two
- territories is only permitted during non-combat movement. Which
- is it?
-
- The definition of a transport is that they are "...naval units
- that transport land units from *one* coastal territory or
- island to *another*." Yet the example clearly shows a transport
- moving land units from *one* coastal territory to *two*, during
- non-combat movement. Since a transport could, in the example
- given, load two UK infantry, move to an adjacent sea square,
- then move back, unloading units to those two territories
- legally on its *combat* movement phase, then the premise that
- bridging is only allowed during the non-combat phase can be
- easily circumvented. The second premise, that unloading to two
- territories is only permitted during non-combat movement, has
- no such work-around, and is clearly stated in the same example.
-
- If an example in a rule book does not correspond explicitly to
- a rule in that same rulebook, does that make it illegal? Or
- does the inclusion of the example in the rulebook automatically
- give it validity as a rule? Most would agree with the latter,
- since in the former is contradictory and the latter is not.
- So then, if you believe that the example in the book is valid,
- it appears that unloading to two territories is only allowed
- during non-combat.
-
- In the combat phase, unloading is only possible in an amphibious
- assault situation (after all, you cannot attack ships with the
- transport and unload the units at sea). In an amphibious
- assault, the rules give no clues as to whether a transport
- can amphibiously assault 2 territories in the same turn. It
- would be wrong to assume that it could, because the absence of
- evidence is not evidence. So unless an example or the rules
- state or even imply something, the best course of action is to
- assume that such an action cannot be done. Source: Manual,
- page 16, bottom of second column, and page 15, right column.
-
- ------------------------------
-
- Subject: 8. Can I get additional game parts?
-
- You can purchase additional sets of plastic units for US$10.00 for each
- package of 299 units at the address shown above. Joseph Darcy
- (darcy@remus.rutgers.edu) informs us that additional dice and
- chips are available for US$2.00 a set, which includes shipping and
- handling. Will Wible (wodan@genie.geis.com) has purchased
- a set of the cardboard charts for US$3.00.
-
- ------------------------------
-
- Subject: 9. Can I make the game more realistic by creating a
- Pearl Harbor?
-
- The real answer is, no. By swapping the US battleship on the west coast
- with the Hawaiian aircraft carrier, it may look like a Pearl Harbor
- setup, but the game takes place in spring of 1942, several months after
- the event, which was on December 7, 1941.
-
- ------------------------------
-
- Subject: 10. Is the game imbalanced?
-
- The general consensus is yes, in favour of the Allies. If you do
- not agree with this, you will find plenty of people who would be
- willing to on rec.games.board. Put "A&A: Axis always win" or
- something similar in your subject line, and watch for postings
- telling you that the Allied player must be an amateur! See the
- section "How do I balance the game?" ahead in this FAQ for the
- Milton Bradley answer to the game not being balanced.
-
- ------------------------------
-
- Subject: 11. How do I balance the game?
-
- This is a touchy subject. Milton Bradley has acknowledged the fact that
- the game is imbalanced by introducing three rules options that weigh a
- victory towards the Axis (summarized from the Second Edition Rules):
-
- - Weapons Development Benefits: The German player starts with
- Jet Power, and the Japan player starts with Super Subs.
- - Restricted Attack: The USSR player is not allowed to attack
- until the second turn.
- - No New Complexes: No new industrial complexes can be bought
- or placed. Only original complexes can be used.
-
- The second optional rule, Restricted Attack, has been used very
- successfully at some game conventions, and many experienced players
- swear by it. Of course it depends on the calibre of the players, but
- for an even field it can give the Axis enough of a breathing space to
- make some headway before the awesome crushing power of the Allied
- production advantage takes hold.
-
- The No New Complexes is very controversial. William Jockusch
- (William.Jockusch@math.lsa.umich.edu) notes that "it keeps the
- Japanese from building complexes in mainland Asia, which they
- need to do." Japan suffers far more than the Allies from this
- rule.
-
- ------------------------------
-
- Subject: *12. Can I play by email (PBEM)?
-
- Yes, several play by email systems (also known as PBEM) have been
- used. One is available from Dewey Barich (barich@tam2000.tamu.edu),
- email him for information, or if you'd like to get involved in
- a PBEM game. He also hosts the Annual Axis & Allies Internet
- Tournament, which goes on for most of the year. There will be an
- announcement posted to rec.games.board in the fall to begin
- recruiting players for the tournament.
-
- There is a new contact list called "The Axis & Allies Playing Field",
- and it gets players together for PBEM games. It has the largest
- list for A&A of the groups listed. Contact the following people
- by email if you are interested:
-
- Normal Axis & Allies: Chris Goldfarb (goldfarb@texas.net)
- Richard Willis (willsr@caedm.et.byu.edu)
-
- Variants & Expansion Set Games:
- Morten Steinvik (mortenst@stud.idb.hist.no)
- Dag Rune Kvittem (dagrk@stud.idb.hist.no)
-
- Also, Eric Pass (epass@nyx.cs.du.edu) maintains the PBEM Gamers
- Directory, which attempts to get people together to play games
- by email. Contact him if you wish to be on the list, and make
- sure you mention Axis & Allies, since his list contains other
- games as well.
-
- ------------------------------
-
- Subject: 13. Are there expansion sets available?
-
- Yes! The following descriptions are courtesy of 3 Trolls Games,
- (P.O. Box 4095, South Chelmsford, MA 01824-0795, USA, telephone
- 1-800-342-6373 in North America), who were kind enough to allow
- us to use the descriptions from their catalogue. This is not to
- be considered as an endorsement, only a source for the following
- A&A enhancements. The prices are approximate, and in U.S. dollars.
- 3 Trolls Games, or your local game shop, may sell for less.
-
- Gamer's Paradise: Axis & Allies WWII Expansion ($20)
-
- Add submarines, air patrols, and increased industrial
- production that introduces destroyers, destroyer escorts,
- and cruisers.
-
- Gamer's Paradise: Axis & Allies WWII Expansion II ($25)
-
- Adds German SS, US Marines, British commandoes, paratroopers,
- trucks, artillery, and includes 80 colour counters.
-
- Gamer's Paradise: Axis & Allies WWII Expansion III ($50)
-
- The bombing of Tokyo through the historical events that led
- up to the Battle of Midway are re-created here. The vinyl
- map is 76cm by 127cm (30" x 50").
-
- StratoMax: Max's Advanced Rules ($10)
-
- This expansion contains 20 optional rules, including
- paratroopers, kamikazes, strategic bombing raids, escort
- fighters, and expanded weapons development. Since it is
- a rules-only package, it uses existing A&A components.
-
- Xeno Publications: The World at War 1939 - 1945
- (Map and rules $20, playing pieces $30)
-
- This is actually two separate packages. The first includes
- a map for new territories, and the new rules, which include
- 2 new players (France and China), rail movement, and political
- influence. The second package includes 238 new plastic playing
- pieces, including sub pens and a new ship type. You may wish
- to paint a dot or other unique mark on the Chinese and Japanese
- units to distinguish them from the US and British units,
- respectively. It can be difficult to tell them apart at times.
-
- ------------------------------
-
- Subject: *14. Are there any good house rules available?
-
- Yes, and they can be found at the unofficial Axis & Allies anonymous
- ftp site at ftp://wais.com/pub/games/axis+allies/variants/.
-
- The site is new, and many thanks go to Britt Klein for maintaining
- it. If you want your variant or house rules stored there, please
- send Britt (britt@wais.com) a message telling her what it is
- you would like to upload. She is *not* accepting ftp uploads; file
- submissions are being taken by email only. Britt can answer any
- questions you may have about how to upload your submissions.
-
- Also, another good A&A ftp site is maintained by Marcus Augustus Alzona
- (Marcus+@CMU.EDU) as follows:
-
- ftp://ftp.octopus.net/pub/axis+allies/
-
- ------------------------------
-
- Subject: 15. What are the effects of using the 2nd Edition optional
- rules?
-
- Total Victory: In the normal rules, a military win occurs when either
- side captures two enemy capitals, but with the Total Victory rule, it
- is also a requirement that you and your alliance's capitals cannot be
- in enemy hands. Basically this may prolong the game, and perhaps a
- wise opponent may use this rule to throw a small wrench into what may
- seem to be an easy victory.
-
- Placing Your Naval Units in Enemy-Occupied Sea Zones: With this new
- rules variation, you may place new naval units in *enemy-occupied* sea
- zones adjacent to industrial complexes you have owned since the
- beginning of your turn. It is up to your enemy to either retreat from
- the sea zone or attack your ships. This changes the game a fair
- amount, although no side can claim an unfair advantage. In the normal
- rules, placing your ships in enemy zones in effect constitutes a naval
- blockade and shutdown of enemy shipyards. The optional rule
- neutralizes this tactic, and allows full use of all shipbuilding
- potential. I would be interested to hear what experiences you have
- had with this rule in the short-term, say the first 2 or 3 turns.
-
- The next three optional rules weigh the advantage towards the Axis
- alliance. The second rule, Restricted Attack, seems to be the most
- popular, judging strictly by what I've read on the net. I don't
- believe that Milton Bradley suggests using all three at once; I would
- think that the Restricted Attack rule would give the most advantage,
- then the Weapons Development Benefits, then the least advantage to the
- Axis would be the No New Complexes optional rule. This FAQ is open to
- a change of opinion on this, and if you're looking for something to
- do, play a couple of games using each of the three last optional rules
- to see which made the most difference.
-
- Weapons Development Benefits: This rules variation gives the Germany
- player Jet Power and the Japan player Super Submarines at the start of
- the game. Super Subs would help Japan decimate the American Pacific
- fleet and keep the Pacific for itself, and cheaply! German Jet Power
- may not be as useful to Germany as Subs to the Japanese, since Jet
- Power is a defensive capability; and Germany needs more offense than
- it does expensive defense.
-
- Restricted Attack: The USSR player is not allowed to attack until the
- second turn, which in effect gives Germany a great opportunity to set
- the tone of the European theatre, and it also denies the vulnerable
- USSR time to prepare a defensive posture. It is a far-reaching
- optional rule.
-
- No New Complexes: Only industrial complexes placed at the start of
- the game are used. If you are a player that likes to set up a new
- factory in India or Finland-Norway, you will have to change your
- style. If you rarely build new complexes, this rule will not make much
- difference. As previously stated, though, this is a controversial
- rule. The point is that Japan not being able to build a new complex in
- Asia is a greater detriment to the Axis than the Allies.
-
- ------------------------------
-
- Subject: 16. How do I calculate the probability of units hitting
- or missing?
-
- This task can be quite daunting. For the most part, the difficulty
- depends on the number of units involved. To correctly determine the
- odds of a particular result, you multiply the chance of hitting for
- each unit involved. For example, take two battleships (keeping the
- odds balanced for now). The attacking battleship has a 4/6
- (everything will be in sixths here) chance of hitting. No matter
- that roll, the defending battleship also has a 4/6 chance of hitting.
- With two results per die (hit or miss, though the chances are
- weighted), there are a total of four possible outcomes. They are:
-
- Attacker Defender Probability Result
-
- 1 Hit Hit ==> (4/6) * (4/6) = 16/36 Mutual Annihilation
- 2 Hit Miss ==> (4/6) * (2/6) = 8/36 Attacker Wins
- 3 Miss Hit ==> (2/6) * (4/6) = 8/36 Defender Wins
- 4 Miss Miss ==> (2/6) * (2/6) = 4/36 Draw; continue
-
- Note that the sum of the probabilities is 1. This makes for a
- simple means of verifying your work. Adding more units makes this
- calculation much more complicated. To calculate such odds, you must
- take into consideration all rolls. This task can be simplified by
- creating a binary tree.
-
- To generate a binary tree, draw a branch for each possible outcome
- (hit or miss) for each unit involved for each round of combat. Keep
- them all in a "path" within the tree (e.g., you should be able to go
- from the left (top) of the tree all the way to the right (bottom)
- and have a representation of every die rolled during a specific
- battle). So, for example, if there were two attacking units and one
- defending, you would show both attackers one after the other, then
- the defender (by now, there are eight outcomes), then continue based
- on the outcomes of those rolls. Be sure to label each branch
- (Mutual Annihilation, Attacker Wins, etc.). I always work sideways
- and make the upward branch the hit branch and label it by placing
- the number of ways (out of six!) that a hit could be rolled.
- Likewise, the downward branch is for misses and is labelled with the
- number of ways (out of six!) to miss. For the battleship example
- above:
-
- Result Probability
-
- Defender
-
- 4 / Mutual Annihilation (16/36)
- /
- Attacker <
- / \
- 4 / 2 \ Attacker Wins (8/36)
- /
- Start <
- \
- 2 \ 4 / Defender Wins (8/36)
- \ /
- <
- \
- 2 \ Draw (4/36)
-
-
- To get the probabilities, divide each number by 6 and multiply all
- numbers on a path from left (top) to right (bottom). Write this
- result at the left (bottom) of the tree next to the label of the
- outcome at the end of that path. When you have all those numbers,
- add all fractions of similar labels (like Mutual Annihilation or
- Attacker Wins), no matter where in the tree it is. This sum is the
- probability of that outcome. The sum of all outcomes is 1 (or a
- mistake has been made). But, what to do at "Draw"? By the rules,
- you continue the battle (as we are concerned about the odds of
- possible outcomes we will not consider withdraw options). If units
- have been lost, they will no longer appear in the tree. Each "Draw"
- could actually be considered the "Start" of a new battle with only
- the units that survived to get to that "Draw". In this example, the
- entire tree could be copied and placed where the "Draw" is located,
- though this would become a recursive loop (which would never end),
- making calculations quite difficult.
-
- There is a simplification! Recall that to find the odds for an
- outcome when the tree is complete, you will add the fractions of all
- occurances of that outcome. Under the "Draw" node, you will find the
- same ratios of results as in the parent branch immediately above it,
- thus as you add the fractions that occur under it, you do so in the
- same proportions as the top tree (so, as the number of recursive
- branches approaches infinity, you reach a limit for the other
- outcomes and the "Draw" probability becomes zero). With that, you
- can ignore the "Draw" branch with one provision: Instead of
- counting the other outcomes out of 36, count them out of 36 minus
- the 4 occurances of draw. This is of course 32. This simplification
- will work at each "Draw", but take care to normalize each "Draw" node
- separately. This is done so that the sum of probabilities is still 1
- (called normalization). So, the odds of a mutual annihilation with
- two warring battleships is 0.50, and of either combatant winning is
- 0.25. While this is how you can calculate the exact odds of a
- result, it is obviously no easy task when there are more than a
- few units!
-
- While all you have to do is separate between the three results
- above, you can distinguish more. For example, Attaker wins but
- loses two units, Defender wins but loses three units, or Mutual
- Annihilation. With more categories you can get a more detailed
- breakdown of the outcomes. This obviously takes more time, but is
- quite feasible.
-
- For a more in-depth discussion, or if more explanations of
- the odds mechanism is needed, please email Dewey Barich
- (barich@tam2000.tamu.edu).
-
- ------------------------------
-
- Subject: *17. Are there any game conventions that include Axis &
- Allies games?
-
- Yes. Coyt D. Watters (cwatters@magnus.acs.ohio-state.edu) maintains an
- excellent list of game conventions (The Big Con List) that he posts to
- rec.games.board. If your system supports the finger command, you can
- also get the list by using the command:
-
- finger cwatters@magnus.acs.ohio-state.edu
-
- The largest gaming convention in the world, GenCon, is held every year
- in the US, and attracts over 30,000 people for a 4-day gaming marathon.
- Included in this is the A&A Mega-Tourney, where 64 or 128 teams of 2 to
- 4 players compete for the tournament's A&A World Championship. It is
- the closest thing to an international event, so if you want to show
- how good you are, this is the place to do it. Check The Big Con List
- for dates and location.
-
- ------------------------------
-
- Subject: *18. What kind of tournament rules are used?
-
- Some tournament rules that work very well are also useful for "fun"
- single games with your friends, and involve no restrictions on the
- game as is. If you've seen an interesting or unusual tournament
- rule or system, let me know.
-
- Bidding System I (reported by Will Wible (wodan@genie.geis.com)):
-
- Russia can attack, and the Axis aren't given any free weapon
- developments. Players register with the GM as a team of one or
- two people, submitting a secret bid for the privilege of playing
- the Allies. This bid is a number from 0 to 10. Once all the
- bids are received, the GM then ranks them in order from highest
- to lowest. The top half are the Allied teams, the bottom the
- Axis teams. Pairs are highest to highest, and on down. For
- example, with six teams, bidding as follows:
-
- A bids 3, B bids 0, C bids 5, D bids 3, E bids 2, F bids 1
-
- They are ranked: C 5, A 3, D 3, E 2, F 1, B 0. Ties are resolved
- randomly -- just roll a die.
-
- Games are then set up as follows:
-
- Allies vs Axis
- Game 1 -- C vs E
- Game 2 -- A vs F
- Game 3 -- D vs B
-
- Now, this is just an assignment technique, as good as any, and
- perhaps better than most. However, where the numbers come in is
- with economic aid to the Axis players, which they can spend in
- any way they wish. This is income not represented on the board
- which cannot be taken away from the Axis players, except through
- loss of their capital as normal.
-
- Each Axis nation receives IPC bonuses equal to the _difference_
- in bids between them and their opponent. Using the example above,
- in Game 1, both Germany and Japan for Team E receive 5 - 2 = 3
- extra IPCs _per turn_. At the start of the game, Germany receives
- 35 IPCs, and Japan receives 28.
-
- It's a wonderful system because it has feedback built into it.
- In addition, it works for a casual game just the same as in a
- tournament situation. For tournaments, the further selection of
- the eventual winner is still up to the GM -- the above system
- doesn't enforce a particular method. Single elimination, double
- elimination, Swiss and other methods can all be used.
-
- *Bidding System II (reported by J.C. Hamelin (jch@cs.umn.edu))
-
- Like the Bidding System I, this involves 2 players bidding down
- the Axis economic victory conditions. The player who bids the
- lowest gets to play the Allies, and the Axis player only needs
- to get the number bid by the Allied player to win by an
- economic victory. Conservative bids were in the 76ish range,
- and aggressive bids were at 71-73. This was used at the A&A
- World Championships at GenCon.
-
- *Bidding System III (reported by J.C. Hamelin (jch@cs.umn.edu))
-
- A new method introduced at GenCon for 1995 involves bidding
- up IPCs for Axis initial placements on the board. These IPCs
- are spent on builds for both Germany and Japan, and are placed
- on the board anywhere the Axis wants them to *before* the game
- begins. The highest bidder gets to play the Allies, and the
- other player must play the Axis but gets to build and place
- using the other player's IPC bid before the game begins.
- This leads to a much more balanced and usually longer (>4 hrs)
- game, and more interesting because the initial setup can be
- different every game.
-
- Increasing Unit Costs: Reid Gagle (reid.gagle@pca.state.mn.us)
-
- One idea from the New Crusades that could be used in A&A is that
- of increasing unit costs. I find it boring when Russia builds
- all men most turns, Germany all tanks, and the US all aircraft,
- even though it's often the best strategy. Increasing unit costs
- means each additional item of one type produced per factory
- costs one extra. If you have two factories, and want to build 8
- men, they cost 6 for the first two, 8 for the second two, 10 for
- the third two, and 12 for the seventh and eighth men, for a total
- of 36 rather than 16. If that's too strict, you could have it
- kick in after 2/factory -- 8 men then costing 12 for the first
- four and 16 for the second four. This provides incentives to get
- a mix of forces that would make games more interesting. With
- these rules in effect, the less expensive items would no longer
- be available in quantity, and the normally more expensive items
- would actually become a better value! This is a far-reaching
- rule that merits at least one attempt!
-
- Blind A&A: David Bedno (dbedno@cisco.com)
-
- Use 2 boards and a referee, and essentially the Axis and Allies
- can't see what's in an an area unoccupied by them until they
- they either fly over it, attack it, or move into it. Planes
- that get shot down note what's in the space they get shot down
- in, but not what they saw on the way there. The 2 sides can
- be separated by a large screen, or they can be in two different
- rooms, and the referee resolves what is seen.
-
- Tournament Award Ideas:
-
- Put a country card in a nice frame with non-glare glass and
- a small plaque at the bottom. It makes a relevant, inexpensive
- award!
-
- A&A Multi-Player Mega-Variant:
-
- The following variant has 10 general rules, and allows a group of
- up to nine players to play using the normal A&A gameboard and
- pieces. It is good for those times that you have more than five
- guests. It follows in the spirit of the original rules as much
- as possible, and all that is needed are some coins to mark the
- position of the new countries on the National Production Chart.
- If you have playtested it and found it lacking, please email me
- (pgoudswa@cln.etc.bc.ca) with your comments.
-
- Order of Play:
-
- (Starting IPC level in parenthesis)
-
- 5 players: Russia (24), Germany (32), UK (30), Japan (25), US (36)
- 6 players: Russia (24), Germany (24), Italy (8), UK (30),
- Japan (25), US (36)
- 7 players: Russia (24), Germany (24), Italy (8), UK (30),
- Japan (25), US Pacific (19), US Atlantic (17)
- 8 players: Russia (24), Germany (24), Italy (8), Britain (20),
- UK Colonies (10), Japan (25), US Pacific (19),
- US Atlantic (17)
- 9 players: Russia (24), Germany (24), Italy (8), Britain (20),
- UK Colonies (10), Japan (25), US Pacific (15),
- US Atlantic (17), China (4)
-
- Theatre of Operations:
-
- US - Chinese, Pacific and Atlantic Commands: The US Pacific
- partner takes Alaska, Western US, Mexico, and if there is no 8th
- player, also takes China and Sinkiang. His theatre of operations
- is Karelia, Caucasus, Persia, Syria-Iraq, and all territories
- east. The US Atlantic partner takes the remainder of the areas,
- including Eastern US, Panama, West Indies, Brazil, Europe and
- Africa. If there is an 8th player, that player gets China and
- Sinkiang, and his theatre of operations is the Asian mainland
- only.
-
- Germany - German and Italian Commands: The Italian partner takes
- only Southern Europe in Europe, Africa, and Syria-Iraq. The
- German partner takes the remainder of Europe, the British Isles,
- Asia, and any other island or continent captured.
-
- UK - Britain and Colonial Commands: The British partner takes UK,
- and his theatre of operations is Europe and Africa. The
- Colonial partner takes Canada, Australia, New Zealand, and
- India, and his theatre of operations is Asia, Southeast Asia and
- the Americas.
-
- Factories and Income:
-
- 1. A player with no starting factory gets unlimited use from his
- first factory, which is considered his original factory.
- Subsequent factories can only produce the income value of the
- territory. The location of the first factory is considered the
- partner's capital.
-
- 2. Building units in each other's factories is acceptable, up to
- the income value for non-original factories. The units can be
- either given to the partner, or else they must be moved back to
- their own theatre of operations as quickly as possible through
- the shortest route to their home theatre of operations. If the
- shortest route is blocked, the next shortest route is used,
- keeping in mind that units cannot normally attack outside their
- theatre of operations. If no clear route exists for a unit to
- travel to its own theatre of operations, that unit must stay and
- defend.
-
- 3. For the following players, a factory must be purchased in the
- first turn by the listed partners: Britain buys a factory for
- Australia or India (Colonist's choice), and US Pacific buys a
- factory for China or Sinkiang (China's choice). The new
- factories can be used immediately, since the partner's turns are
- considered separate turns.
-
- 4. For the purpose of counting income, each partner will get the
- income values of the territories in their theatre of operations.
-
- 5. To keep track of IPC levels on the National Production Chart,
- mark the positions on the board with various denominations of
- coins, and place a corresponding one on that partner's capital.
-
- 6. IPCs cannot be lent or given to partners.
-
- Combat:
-
- 7. No units can attack areas outside their theatre of operations,
- except for the following three exceptions:
-
- (a) Aircraft and ships can attack enemy ships anywhere. There
- are no restrictions on attacking enemy units on the high seas.
-
- (b) If a partner's capital is captured but he still has some
- units elsewhere, the other partners (and allies) may attempt to
- liberate the capital. In such a case the theatre of operations
- is suspended, and the partners can attack at will anywhere in
- that theatre of operations until the capital is liberated. In
- keeping with the A&A 2nd edition rules (page 20), the attacking
- partner keeps the income value of any captured territories until
- the partner's capital is liberated, at which time the production
- levels are transferred back to the partner whose capital was just
- liberated.
-
- (c) If a partner's capital is captured, and he has no more units,
- he is out of the game. The theatre of operations is now open to
- the other partners permanently.
-
- 8. If one partner gains a weapons development, the other partners
- get the same weapons development free.
-
- 9. To offset the Allied advantage, the German partner begins the
- game with Industrial Technology, and the Japanese player begins
- the game with Super Subs.
-
- 10. The Restricted Attack rule is invoked: the Russian player is
- not allowed to attack until the second turn.
-
- Victory Conditions:
-
- An important difference between these victory conditions and the
- regular A&A ones are that there is only one individual winner at
- the end, and that winner comes from the victorious side, either
- Axis or Allies. This single player victor gives every player a
- bit of an incentive to win for themselves, rather than for their
- side. However, only those players on the winning side may be
- counted as an individual winner!
-
- End of game (not victory) conditions are the Axis taking any
- three Allied capitals, and for the Allies, taking all of the Axis
- capitals, regardless of the number of players. An individual
- winner is declared using only the victorious side, either Axis or
- Allies. Each victorious country calculates its increase in IPC
- levels from the start of the game, and the one with the highest
- increase is the winner. It is calculated by taking the IPC level
- at the end of the game, divided by the starting IPC level. This
- forces partners to primarily work together to defeat the enemy,
- instead of going for individual winners.
-
- ------------------------------
-
- Subject: *19. Is Axis & Allies available on computer?
-
- Philips Media has a CD-i version of Axis & Allies by CapDisc
- available now for US$37.50, call 1-800-CAPDISC in the U.S. If you
- are interested in ordering discs for resale, call the Philips CD-i
- Direct Orderline at 1-800-824-2567 in the U.S. Also, there have
- been a few attempts by various readers of rec.board.games to produce
- a working version. [If you want your program mentioned, please let
- me know.]
-
- Chris Adamson, maintainer of the 'CD-i Reviews & Info' web page,
- http://www.america.net/~plucky/cd-i.html, gives the following
- review of A&A for CD-i:
-
- "For now, it's the only game in town as far as computer-mediated A&A
- goes, but CapDisc's version for the CD-i leaves much to be desired.
- The first of its two great sins is the interface: painfully confusing,
- your controls change radically depending on what you're doing.
- Meanwhile, the save feature consumes 75% of the CD-i player's storage
- (6,500 bytes to remember where the pieces are for one turn?), making
- it practically useless. The upside? Popular house rules are
- available, and you get digitized B&W war footage running constantly
- at the bottom left of the screen."
-
- Many readers, disappointed by the lack of a computerized version of
- Axis & Allies, have repeatedly asked other netters what other games
- exist on computer that are similar to A&A. Due to the variety of
- games that might fill this role, we suggest you ask on the newsgroup
- comp.sys.ibm.pc.games.strategic. You are bound to get some helpful
- replies.
-
- ------------------------------
-
- Subject: 20. Are there any computerized game aids available?
-
- J.C. Hamlin (jch@cs.umn.edu) has a DOS program available that
- also computes the results of A&A battles. This program is shareware,
- and the current version level is 1.2. This program is written for
- a PC in 80x25 color text mode. It handles the entire attack
- sequence, including AA, off-shore shells, and subs. It does both
- land and sea battles (but not combined attacks, yet), it handles
- technology, and it allows you to set attack and defense strategies
- and objectives (save the bombers, take the territory, retreat the
- planes, etc), which basically allow you to specify how you want your
- pieces to be lost, when you want to retreat, and special case things
- like saving an infantry or tank to take the territory. It displays
- the 12 most likely outcomes (based on remaining pieces) with the
- number of times and percentage of the time each outcome happens, and
- exact piece counts for those outcomes. It also summarizes outcomes
- in several categories: attacker wins (takes territory, doesn't
- take), defender wins (attacker destroyed, attacker retreated),
- nothing left, and defending subs get away. It displays the number of
- times and percentage of the time each category occurred, and the
- average number of remaining pieces for that category.
-
- ------------------------------
-
- Subject: 21. WANTED
-
- --
- (C)1995 Peter Goudswaard (pgoudswa@cln.etc.bc.ca)
- Please feel free to email suggestions for this FAQ!
-