I introduced my coworkers to axis and allies two weeks ago with 1941, we’ve played three times and will move onto 1942 next week. This is a prep for when I inevitably convince them to all pitch in to get this, thanks for the video!
A very large number of very small things are different in 1940, AND a small number of very LARGE things are different, so there's a massive difference between 1940 and any other edition. I have played and completed: 1914. (1x I think) 1942. (1x complete, maybe 6x partial Spring and Revised), Zombies (Tutorial Game to conquer all the European Minor Powers and Full Zombies x1) Have not played 1942 2nd Edition, Zombies 1942, 1941, or Anniversary. Have started 1940 game a handful of times. Have started Battle of the Bulge like once. It doesn't look like a lot, no, scratch that, it does look like a lot, and it still adds more than it looks like. You could consider Global 1940 to be the size of -Three- Half-games put together. (Europe or Pacific), or Three of the Smaller Editions put together (1984 original run of the game with a completely broken map, and 1941 "Starter Pack" game) My strong strong advice is to go on the HistoricalBoardGaming website, buy -just- the maps for 1940 and find the rules to download online, and very -slowly- add in extra rules, first still using the 5 original Powers. Splitting up the UK into Europe and Pacific turns is a kind of big step. splitting up the Pacific UK again into ANZAC is a bigger step than it looks like. Since France only lasts like 1 turn, Mongolia ends up actually being as complicated as France really. So Mongolia is basically secretly like a 10th Power. Splitting up Germany and Italy is a headache too, for the Axis. Don't get me wrong! I love the game! I love the series! But there are serious logistics to consider for player skill level, time to play, and room around the board for boxes of pieces! Getting used to every new rule will take some time. HistoricalBoardGaming sells a zillion colors of chip, so the expedient thing to do is to simply buy a set of Blue Chips. use these to indicate both Research Upgraded units and the new Tactical Bombers and Mechanized Infantry. (Fighters can get a bunch of Research, so add Yellow Chips so you can tell Jet Fighters apart from Tactical Bombers). Historical Board Gaming sells every single thing separately, so you can customize your purchase to get only the parts you really need at first, and add 1 new Nation at a time. Getting JUST the 1940 boards, and playing by cannibalizing your 1941 and 1942 sets, will cost you only 10 IPCs. killer deal.
The Last normal nation you should add unique figures to your set to, before adding awesome crazy dumb things like Spanish Civil War and units for Greece, Hungary, and Romania, is China. just use US pieces like the rules for every other edition do. Of course you want your final game set to be perfect, with everything, and I recommend wanting everything of course. But PHASE it in step by step! Also, you're not ready to play 1940 until you can smash through 1941 and 1942/Zombies in a single game day apiece. the board is just too big. 1942 will be harder.
Closing Comments: The Zombies edition is STUPID and I mean that in a FUN way. If you're going to seriously consider having as much Axis and Allies as Global 1940, you NEED a set of Zombies and to order extra Zombie pieces online to add to 1940. Because you need to, it's brilliant. Two words: Chainsaw Tanks.
It’s incredible that you made this a one-stop-shop rather than asking viewers to watch two partially redundant episodes before this; definitely deserves a like!
The best way to finish any game of axis & allies is technologies… eventually the bomb get put into play in about 6 hours & long range bombers shortly after. 20 technologies & some countries start the game with historical timelines…. The is up for grabs but the US has a slight edge in categories needed to apply the bomb…
I've noticed a few mistakes in this video. A big one is about Surprise Strike/Submerge and AAA guns as all being pre-combat. Only AAA guns are pre-combat. Surprise Strike/Submerge can happen every round. The actual rule written on pg. 19 of the Europe 1940 Second Edition manual reads: "As long as there are attacking and/or defending submarines and no opposing destroyers, this step is repeated during each round of combat."
Hey Ben, great video with useful graphs and slides. I did notice a few errors and missing information that could further help your tutorial, here are my remarks: 6:21 The slide reads that the Soviet Union cannot declare war until "end of turn 4". This is incorrect, they can declare war at the start of turn 4 (Europe 1940, 2nd Edition, p. 9). 28:08 I would add that unoccupied territories with an industry complex or facility stop the blitz. You cannot enter a territory that has an industrial complex belonging to an enemy power and then blitz to another territory (Europe 1940, 2nd edition, p. 29). Also, mechanized units paired with tanks must start their move in the same territory as the tank and end their move in the same territory to allow a blitz (Europe 1940, 2nd Edition, p. 28). 31:14 You say an air unit cannot declare it will land in a hostile sea zone in hopes that a combat will make it friendly. That is incorrect, you must demonstrate a possible way, however remote, for the air unit to land including combat moves with near-impossible odds (Europe 1940, 2nd Edition, pp. 29-30). However, if the combat moves fail and your air units are left stranded, they are destroyed at the non-combat move phase. 34:07 You mention AA guns can fire on up to 3 aircraft units, I would add as a precision that each aircraft may be fired upon only once (e.g. two AA guns fire five die vs. five aircraft, not six). 34:23 I would add that casualties inflicted by a surprise attack are removed from the board and cannot fire in return, unless they are capital ships receiving their first hit or enemy submarines also conducting a surprise attack (Europe 1940, 2nd Edition, p. 19). 38:01 The slide reads that strategic bombers attack at 0 during bombing raids. That is incorrect, they attack at 1 (Europe 1940 Second Edition, p. 17). 41:00 I would add that ship bombardment: casualties can still defend before being removed (Europe 1940 Second Edition, p. 18). 47:51 I would add that if you enter/capture a territory belonging to a friendly power who’s capital is in enemy hands, you capture that territory instead of liberating it. The territory will revert to its original owner once his capital is liberated (Europe 1940 Second Edition, p. 21). I don't recall if you mentioned it but it is also important to mention that submarines cannot attack air units, therefore a defending player may not choose an air unit as casualty from a submarine hit. In return, air units may not attack submarines unless there is a friendly destroyer present. However, if the destroyer is destroyed they may no longer attack the submarines. Finally, you did not mention where units may retreat when a player decides to end combat this way. When a retreat is declared, all attacking units must retreat to the same territory or sea zone and may retreat to any one territory or sea zone from which a friendly unit attacked. For example, if Italy attacks Egypt from Alexandria and Trans-Jordan and decides to retreat after two rounds of combat, they must retreat all remaining units to either Alexandria or Trans-Jordan, they cannot split the retreating units between both territories. The only exception to this rule is when an amphibious assault occurs. In this case, the units offloading from the transports may not retreat until the combat is over. It is also worth mentioning that Harris Game Design have created an updated version of the rules called Alpha +3, these rules can be seen here: www.harrisgamedesign.com/phpBB3/viewtopic.php?t=6149 Keep up the good work, cheers!
After reading online tutorials, I can finally say that it will be easier to teach to new players really quickly without being overwhelmed by the amount of information shown in your videos.
I love this channel! The detailed Learn to play - Axis & Allies, are Great! How about the original Axis & Allies Europe, (not the 1940 nor the 1940 2nd ed.)?
@@dinochookproductions5190 I wonder if you could house rule it to be more historically accurate. Make Spain neutral axis friendly, but give units defending gibralatar a bonus to defense?
Thank you for the video! I only have one doubt, in the rules they say something about improving industrial complex, if a territory it’s not original for you, you can’t improve industrial complex from minor to major; this applies for example in Manchuria, where I have a minor complex with Japan, and I can’t improve to major, because it is originally controlled by China
Hey! The rulebook says: "An industrial complex can’t receive more than 20 total damage for major industrial complexes and more than 6 total damage for minor ones. Air bases and naval bases can’t receive more than 6 total damage. Damage exceeding these limits is not applied." And: "For each damage marker that is under an industrial complex (see above), that complex can mobilize 1 less unit. Industrial complexes can have at least as many damage markers as they have production ability." So every 2 damage cause 1 less production capacity? Also for air bases it says: "An air base is considered to be inoperative if it has 3 or more damage points" So it has 6total hp, and after 3 dmg it its inoperativable?
A minor industrial complex can produce 3 units per turn. Ever point of damage reduces that out put by 1. Once the Minor Industrial Complex sustains 3 points of damage they can no longer produce units. However, the Minor Industrial Complex can sustain 3 more points of damage. At max damage, a player would need to pay 6 IPC to bring the Minor Industrial complex back to full production capacity. 1 IPC per point of damage. Removing 6 damage points costs 6 IPC. The chips are just a counting mechanism to remember how much damage was sustained.
Great great video. Huge help to me learning the game. Do you happen to have any of the data in your video as downloads? Some of the charts and tables would a great aid at my gaming table.
Jack I just submitted a PDF with slides of the tutorial to Board Game Geek Admin. It should appear in the files section of A&A Pacific 1940 in a day or so. boardgamegeek.com/boardgame/55829/axis-allies-pacific-1940 Hopefully, that will help your group.
Everybody rolls combat dice normally. If I attack your territory which has three of your infantry with three of my fighters, I’ll roll three dice at three or less and you’ll roll three dice at two or less, for example.
Is a tactical bomber (carrier based or otherwise) limited to attacking only air and naval bases or are all other targets (except for industrial complexes) allowed as well?
I dont think its stated anywhere, but it wouldnt really make sense to put tac and strat bombers on the attack strip graphic without the ability to attack normal troops. they didnt put the aircraft carrier on the attack strip presumably because it can only defend, and bombing raids are just a couple rolls so not really worth using rhe attack strip. also- remember that tanks support tac bombers on attack, improving tac bombers to a 4 rating attack value. these lead me to believe both strat and tac bombers can do bombing raids as well as participate in normal combat.
Can I outright place a major industrial complex on the board or do I have to buy a minor and upgrade it. Also can I upgrade any captured complexes. The rulebook isn't very clear on this.
I checked. It isn't very clear. I believe you need to build the minor first and then upgrade it. I don't think you can upgrade captured complexes. The rule states "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.
@@harsh-rules Yeah I saw that. So Japan can't just plop a major down in Korea and Germany can't throw one in southern Germany? And no one can upgrade one that they capture? It seems silly that they would have a price listed for outright purchase if you can't do it as well as making all majors revert to minors if you can't upgrade. Maybe we're missing something
Getting a reply may be a Longshot but if there is 2AAA guns in a territory and I attack it with 1 plane. Does the AAA roll 6 dice? Rules state a plane can be fired upon once and that the dice rolled is 3 times the number of AAA in this case 6. Or the number of attacking planes whichever is the lesser. So based on that I would assume the defender rolls just 1 single dice. They're claiming they get to roll 1 dice per AAA. So is it 1 dice, 2 dice or 6 dice?
The rulebook is a little confusing. The key point is: "Each AAA in the territory may fire up to 3 shots, but each attacking air unit may be fired upon only once." The rest of the paragraph is trying to say an AAA gun can fire at up to 3 individual air units. An additional AAA gun allows an additional 3 individual air units. (Total six individual air units) Below is that paragraph: "In other words, the total number of air defense dice rolled is 3 times the number of AAA units, or the number of attacking air units, whichever is the lesser. For example, 5 fighters attacking a territory containing 2 AAA units would have 5 shots fired against them while those same 5 fighters would have only 3 shots fired against them if there were only 1 defending AAA unit."
@@harsh-rules To clarify out of legalsleeze cut paste stupidity: 1 shot = 1 die rolled. 1 aircraft, 1 AAA gun = 1 die rolled. If 2 aircraft attack 1 AAA gun can roll 2 dice. If 3 ... 3 dice if 4 aircraft still 3 total dice rolled. 2 AAA against 1 Aircraft = 2 dice
@@toxicsamurai2970 Why? Ask the game designers. Has to be for balance, but honestly this rule effectively makes AAA useless and why NO ONE buys them. Global has different rules making them a bit more useful, but otherwise,, yea, I and probably everyone else agrees with you... WHY not 2 shots at 1 plane if you have 2 AAA guns??? Now its Thanksgiving so, I gotta go pack the car.
That be so OP they would have to make it a very expensive economic investment. Which would.be pretty cool considering America with it's super powerful economy could become more balanced by investing in that research; yet also terribly destructive if it where to prevail.
you can always house rule it. Could potentially break the annoying end game stalemates that usually happen in late game A&A where it starts becoming clear which side is winning and all that's left for the losing nation to do is spam hordes of infantry into an unbreakable armies at their capitals, so it could be a fun high risk high reward and highly strategic game mechanic that requires a lot of investment and preparation from one team. Make it so it requires 3 nuclear research points earned from successful research point rolls. Each nation can only unlock the 1st nuclear research point, and either have to take a point from another allied nation, donate their point to another allied nation to get them to the three, or steal one from Axis nations by using the research point to do "espionage". This would require some cooperation between allied nations to decide which nation should get all 3 points, or which enemy nation to steal from. The nuclear bomb can only be used in combat when paired with an advanced bomber (so it also requires that research unlocked), can only be manufactured at capitals, costs like 20 IPC to produce one bomb, and any nation can only carry a maximum of two bombs. It should only be droppable after AA fire and any air battles so it will be similar to a factory bombing when considering battle order, even if there is no factory present it will still follow the same order of battle. When used, it kills everything in the territory its dropped in, destroys all facilities/factories, makes the area impassable for a full turn, and if used on a capital makes it so collecting IPC is disabled in that nation's capital for one turn. If a plane carrying an atomic bomb is shot down, it then transfers ownership to the nation owning the territory that the plane fell into (if it's a neutral sea zone, it falls into the control of whoever can get an empty transport ship there first, either that or just make it so it's destroyed and lost to the sea). It can also be captured if left in a ground territory and an enemy captures the territory. It can be moved by using advanced bombers, carried on transport ships in the vehicle cargo slot, and non combat move one land territory at a time similarly to AA guns. If a nation's capital is captured, the nation that captured it gets all the nuclear research that nation had. If you want one extra random chance element to sort of balance it further by making its use more chaotic, make it so when the bomb is dropped, do a dice roll. If you roll a 1 out of 6, the bomb "malfunctions" and does not detonate when landing, and gets captured by the nation it lands on. Nukes could also result in surprise turnarounds and upsets. Say if the Americans attempt to use the nuclear bomb on Japan and it gets shot down/fails and ends up in the hands of the Japanese, and they happen to have an advanced bomber lying around, they can decimate a huge army/fleet and be back in the game even after being on the brink of defeat. Or if Germany had 2 nuclear research points collected already, and America with two, then Germany gets one more successful roll, they can steal the last point required and have nukes ready right when the Allies get to Berlin's doorstep to invade. The nuclear bomb rule would make it so there's a point in playing past the regular victory conditions and make total victories something more possible and quicker, and eliminate the end game slog that very quickly demotivates everyone's will to play. Plus dropping nukes is just a cool concept.
Is there a specific rule about America or Soviet union being able to stack units in sea zone prior to war in anticipation of war or a pre emptive axis attack?
I checked the rulebook. I don't see a rule prohibiting this. The restrictions listed on Page 15 are "A neutral power can’t move land or air units into or through neutral territories. It can’t move units into or through territories or onto ships belonging to another power or use another power’s naval bases, nor can another power move land or air units into or through its territories or onto its ships or use its naval bases."
@@harsh-rules yea, the issue we ran into, I was germany, and literally lost all my units to france on turn 1, for 2 things, one, we had limited attacking units to only the number 9f dice available and second, with combined arms, we were treating them as a single 2 instead of 2 2s, (the french player felt like it wasnt right, and upon testing with actual rules, we found the casualties more "fair" (I still got diced but it wasnt like the fighter was just killing everything one by one like a Jackie Chan movie)
Great videos man, I have seen almost every single A&A video and use them when teaching my friends before they show up to play, I had a question regarding player count. I get a lot of mixed of it being 7,8,9 7 being shown in the video 8 being 2 people play as each half of the UK 9 being 8 plus someone plays as both France and China
I don't think you can "officially." I did see that fans have come up with their own rules for this though. www.axisandallies.org/forums/topic/24785/lend-lease-rules-in-four-sentences
Scrambling itself is mentioned briefly at 13 minutes on the Pacific, but I did not go into elaborate detail in regards to islands. Sorry about that. Pg 15 in the rules has the specifics if your stuck on a particular point.
Will you be doing a video on Axis and Allies Spring 1942, the world is at war? I've been wanting to play but don't understand the rules to the game very well.
After 5 Axis & Allies videos in a row, I need a break. I may return to complete more later this year. The good news is Spring 1942 is very similar to 1942 Second Edition. So in a pinch you can get yourself grounded with those rules and just check for the minor differences.
Question: If the US retakes a French territory, who does the income go to? France or US? (Assuming Paris is still held by germany.) Once France is liberated, I'd assume US would lose that income and it goes back to france. Correct?
"If the original controller’s (the power whose territory you just liberated) capital is in enemy hands at the end of the turn in which you would otherwise have liberated the territory, you capture the territory instead. You adjust your national production level, and you can use any industrial complex, air base, and/or naval base there until the original controller’s capital is liberated. The capturing player can’t use these newly captured facilities until the player’s next turn."
I’ve played multiple different axis and allies game and I’m wondering if the defending casualties could always fight back once or if that rule is only in certain versions?
The "global" edition is two separate games of axis and allies europe 1940 and axis and allies pacific 1940.when you have both of these games you combine the boards together to create axis and allies "global"
Hello, someone please help me. I was certain that the Soviet Union and the United States begin the game receiving half their economic value until war has been declared on them. I did not see it in the video or in my manual, can someone please clarify?
So how exactly do rockets work? Are they just a one time use if you get it in a breakthrough roll or do they cost a certain number of ipcs for an air base to launch one or whar? They seem really overpowered if each air base can just launch a rocket per turn
Is it possible for a neutral nation (the U.S.A or the U.S.S.R.) to attack/occupy pro-axis or pro-allied territories during their neutrality period? (turn 1,2 and 3)
So during setup, the symbol on each country tells you who the original owner is. But does that mean that you control it even if it doesn't say you control it based on your setup chart?
Funny how artificial intelligence can anticipate the words before they come out of my mouth but they can’t understand the words that do come out of my mouth f---- artificial intelligence
Not nearly enough subs, transports, aircraft carriers, destroyers, fighters, artillery, nor infantry. I bought lots of these at Historical Board Gaming and the game plays much better.
I introduced my coworkers to axis and allies two weeks ago with 1941, we’ve played three times and will move onto 1942 next week. This is a prep for when I inevitably convince them to all pitch in to get this, thanks for the video!
A very large number of very small things are different in 1940, AND a small number of very LARGE things are different, so there's a massive difference between 1940 and any other edition.
I have played and completed: 1914. (1x I think) 1942. (1x complete, maybe 6x partial Spring and Revised), Zombies (Tutorial Game to conquer all the European Minor Powers and Full Zombies x1) Have not played 1942 2nd Edition, Zombies 1942, 1941, or Anniversary.
Have started 1940 game a handful of times. Have started Battle of the Bulge like once.
It doesn't look like a lot, no, scratch that, it does look like a lot, and it still adds more than it looks like. You could consider Global 1940 to be the size of -Three- Half-games put together. (Europe or Pacific), or Three of the Smaller Editions put together (1984 original run of the game with a completely broken map, and 1941 "Starter Pack" game)
My strong strong advice is to go on the HistoricalBoardGaming website, buy -just- the maps for 1940 and find the rules to download online, and very -slowly- add in extra rules, first still using the 5 original Powers. Splitting up the UK into Europe and Pacific turns is a kind of big step. splitting up the Pacific UK again into ANZAC is a bigger step than it looks like.
Since France only lasts like 1 turn, Mongolia ends up actually being as complicated as France really. So Mongolia is basically secretly like a 10th Power.
Splitting up Germany and Italy is a headache too, for the Axis. Don't get me wrong! I love the game! I love the series! But there are serious logistics to consider for player skill level, time to play, and room around the board for boxes of pieces!
Getting used to every new rule will take some time. HistoricalBoardGaming sells a zillion colors of chip, so the expedient thing to do is to simply buy a set of Blue Chips. use these to indicate both Research Upgraded units and the new Tactical Bombers and Mechanized Infantry. (Fighters can get a bunch of Research, so add Yellow Chips so you can tell Jet Fighters apart from Tactical Bombers).
Historical Board Gaming sells every single thing separately, so you can customize your purchase to get only the parts you really need at first, and add 1 new Nation at a time.
Getting JUST the 1940 boards, and playing by cannibalizing your 1941 and 1942 sets, will cost you only 10 IPCs. killer deal.
The Last normal nation you should add unique figures to your set to, before adding awesome crazy dumb things like Spanish Civil War and units for Greece, Hungary, and Romania, is China. just use US pieces like the rules for every other edition do. Of course you want your final game set to be perfect, with everything, and I recommend wanting everything of course. But PHASE it in step by step!
Also, you're not ready to play 1940 until you can smash through 1941 and 1942/Zombies in a single game day apiece. the board is just too big. 1942 will be harder.
Closing Comments:
The Zombies edition is STUPID and I mean that in a FUN way.
If you're going to seriously consider having as much Axis and Allies as Global 1940, you NEED a set of Zombies and to order extra Zombie pieces online to add to 1940. Because you need to, it's brilliant.
Two words: Chainsaw Tanks.
Worth every penny!
Do you mind if I ask where you work? Would love to play a game like this with some of mine but I’m not sure if the setting is right.
It’s incredible that you made this a one-stop-shop rather than asking viewers to watch two partially redundant episodes before this; definitely deserves a like!
There is NO way you can finish a global 1940 game in only 6 hours !
Brah,we have played for 48 hrs straight and still we call it !
I’ve got this upcoming weekend entirely booked for this game.
6 hours is impossible! We’re going for 16 😂
I couldn't even finish the original one me and my friend took 5 hours each day
The best way to finish any game of axis & allies is technologies… eventually the bomb get put into play in about 6 hours & long range bombers shortly after.
20 technologies & some countries start the game with historical timelines….
The is up for grabs but the US has a slight edge in categories needed to apply the bomb…
Played fir 22 hours still ended by calling it
I've noticed a few mistakes in this video. A big one is about Surprise Strike/Submerge and AAA guns as all being pre-combat. Only AAA guns are pre-combat. Surprise Strike/Submerge can happen every round. The actual rule written on pg. 19 of the Europe 1940 Second Edition manual reads: "As long as there are attacking and/or defending submarines and no opposing destroyers, this step is repeated during each round of combat."
2 years later and you are still helping people thanks!
The Destroyer and Submarine both attack at 2. Other than that great job! Enjoy all of your videos.
Hey Ben, great video with useful graphs and slides. I did notice a few errors and missing information that could further help your tutorial, here are my remarks:
6:21 The slide reads that the Soviet Union cannot declare war until "end of turn 4". This is incorrect, they can declare war at the start of turn 4 (Europe 1940, 2nd Edition, p. 9).
28:08 I would add that unoccupied territories with an industry complex or facility stop the blitz. You cannot enter a territory that has an industrial complex belonging to an enemy power and then blitz to another territory (Europe 1940, 2nd edition, p. 29). Also, mechanized units paired with tanks must start their move in the same territory as the tank and end their move in the same territory to allow a blitz (Europe 1940, 2nd Edition, p. 28).
31:14 You say an air unit cannot declare it will land in a hostile sea zone in hopes that a combat will make it friendly. That is incorrect, you must demonstrate a possible way, however remote, for the air unit to land including combat moves with near-impossible odds (Europe 1940, 2nd Edition, pp. 29-30). However, if the combat moves fail and your air units are left stranded, they are destroyed at the non-combat move phase.
34:07 You mention AA guns can fire on up to 3 aircraft units, I would add as a precision that each aircraft may be fired upon only once (e.g. two AA guns fire five die vs. five aircraft, not six).
34:23 I would add that casualties inflicted by a surprise attack are removed from the board and cannot fire in return, unless they are capital ships receiving their first hit or enemy submarines also conducting a surprise attack (Europe 1940, 2nd Edition, p. 19).
38:01 The slide reads that strategic bombers attack at 0 during bombing raids. That is incorrect, they attack at 1 (Europe 1940 Second Edition, p. 17).
41:00 I would add that ship bombardment: casualties can still defend before being removed (Europe 1940 Second Edition, p. 18).
47:51 I would add that if you enter/capture a territory belonging to a friendly power who’s capital is in enemy hands, you capture that territory instead of liberating it. The territory will revert to its original owner once his capital is liberated (Europe 1940 Second Edition, p. 21).
I don't recall if you mentioned it but it is also important to mention that submarines cannot attack air units, therefore a defending player may not choose an air unit as casualty from a submarine hit. In return, air units may not attack submarines unless there is a friendly destroyer present. However, if the destroyer is destroyed they may no longer attack the submarines.
Finally, you did not mention where units may retreat when a player decides to end combat this way. When a retreat is declared, all attacking units must retreat to the same territory or sea zone and may retreat to any one territory or sea zone from which a friendly unit attacked. For example, if Italy attacks Egypt from Alexandria and Trans-Jordan and decides to retreat after two rounds of combat, they must retreat all remaining units to either Alexandria or Trans-Jordan, they cannot split the retreating units between both territories. The only exception to this rule is when an amphibious assault occurs. In this case, the units offloading from the transports may not retreat until the combat is over.
It is also worth mentioning that Harris Game Design have created an updated version of the rules called Alpha +3, these rules can be seen here: www.harrisgamedesign.com/phpBB3/viewtopic.php?t=6149
Keep up the good work, cheers!
Thank you, Francis. Fantastic Notes!
Excellent tutorial! Just purchased both 2nd eds. and very helpful.
You're welcome! Enjoy the games!
That's awesome
After reading online tutorials, I can finally say that it will be easier to teach to new players really quickly without being overwhelmed by the amount of information shown in your videos.
For those of you complaining that he talks too slowly, put the playback speed on 1.5. That’s what I did.
The best instruction I have seen. Great job.
Love all your videos. Just got both editions 2 days ago and getting after it today
This is the best rules video I have ever watched.
I love this channel! The detailed Learn to play - Axis & Allies, are Great!
How about the original Axis & Allies Europe, (not the 1940 nor the 1940 2nd ed.)?
I'm going to get to that one in 2020 for sure!
Is it just me or Do italy have to few control makers...
Anyone else notice that the strict neutrals are messed up? Mozambique appears in Africa and Europe, and some more stuff. Good video though
Yea Spain should be neutral axis friendly
No Spain is a strict natural in the game
@@kylew1432 it would make taking gibraltar too easy
@@dinochookproductions5190 I wonder if you could house rule it to be more historically accurate. Make Spain neutral axis friendly, but give units defending gibralatar a bonus to defense?
@@firebug3256 historicalboardgaming solves this by making you fight out Spanish Civil War to find out if it's pro Axis or pro Allies
Man, I just upgraded to 1942, but this size map is just insane
Then you should see A and A 1936
Thank you for the video! I only have one doubt, in the rules they say something about improving industrial complex, if a territory it’s not original for you, you can’t improve industrial complex from minor to major; this applies for example in Manchuria, where I have a minor complex with Japan, and I can’t improve to major, because it is originally controlled by China
Hey! The rulebook says:
"An industrial complex can’t receive more than 20 total
damage for major industrial complexes and more than
6 total damage for minor ones. Air bases and naval
bases can’t receive more than 6 total damage. Damage
exceeding these limits is not applied."
And:
"For each damage marker that is
under an industrial complex (see above), that complex
can mobilize 1 less unit. Industrial complexes can have
at least as many damage markers as they have production
ability."
So every 2 damage cause 1 less production capacity?
Also for air bases it says: "An air base is considered to be
inoperative if it has 3 or more damage points"
So it has 6total hp, and after 3 dmg it its inoperativable?
A minor industrial complex can produce 3 units per turn. Ever point of damage reduces that out put by 1. Once the Minor Industrial Complex sustains 3 points of damage they can no longer produce units. However, the Minor Industrial Complex can sustain 3 more points of damage. At max damage, a player would need to pay 6 IPC to bring the Minor Industrial complex back to full production capacity. 1 IPC per point of damage. Removing 6 damage points costs 6 IPC. The chips are just a counting mechanism to remember how much damage was sustained.
Superb coverage. Thanks so much.
If the Control markers finish ,the country can continuing to capture more enemie territories ?
Yes of course!
at 32:01 you had a typo with tactical bomber. You typed stactical
Great great video. Huge help to me learning the game. Do you happen to have any of the data in your video as downloads? Some of the charts and tables would a great aid at my gaming table.
Jack I just submitted a PDF with slides of the tutorial to Board Game Geek Admin. It should appear in the files section of A&A Pacific 1940 in a day or so. boardgamegeek.com/boardgame/55829/axis-allies-pacific-1940 Hopefully, that will help your group.
Thanks a bunch, very awesome of you to share your hard work. I can't thank you enough.
You're welcome. Enjoy!
how does combat work with a fighter against infantry with no AAA? Are they just wiped out or what? I cant find this answer anywhere
Everybody rolls combat dice normally. If I attack your territory which has three of your infantry with three of my fighters, I’ll roll three dice at three or less and you’ll roll three dice at two or less, for example.
Is a tactical bomber (carrier based or otherwise) limited to attacking only air and naval bases or are all other targets (except for industrial complexes) allowed as well?
I dont think its stated anywhere, but it wouldnt really make sense to put tac and strat bombers on the attack strip graphic without the ability to attack normal troops. they didnt put the aircraft carrier on the attack strip presumably because it can only defend, and bombing raids are just a couple rolls so not really worth using rhe attack strip. also- remember that tanks support tac bombers on attack, improving tac bombers to a 4 rating attack value. these lead me to believe both strat and tac bombers can do bombing raids as well as participate in normal combat.
Could you do a Harsh Rules about AnA Bloodbath rules?
Countries that are not at war, do they collect income during the turns?
Yes.
Can I outright place a major industrial complex on the board or do I have to buy a minor and upgrade it. Also can I upgrade any captured complexes. The rulebook isn't very clear on this.
I checked. It isn't very clear. I believe you need to build the minor first and then upgrade it. I don't think you can upgrade captured complexes. The rule states "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.
@@harsh-rules Yeah I saw that. So Japan can't just plop a major down in Korea and Germany can't throw one in southern Germany? And no one can upgrade one that they capture? It seems silly that they would have a price listed for outright purchase if you can't do it as well as making all majors revert to minors if you can't upgrade. Maybe we're missing something
Me and my friends play all the time and we even have all the versions of the game
Getting a reply may be a Longshot but if there is 2AAA guns in a territory and I attack it with 1 plane. Does the AAA roll 6 dice? Rules state a plane can be fired upon once and that the dice rolled is 3 times the number of AAA in this case 6. Or the number of attacking planes whichever is the lesser. So based on that I would assume the defender rolls just 1 single dice. They're claiming they get to roll 1 dice per AAA. So is it 1 dice, 2 dice or 6 dice?
The rulebook is a little confusing. The key point is:
"Each AAA in the territory may fire up to 3 shots, but each attacking air unit
may be fired upon only once."
The rest of the paragraph is trying to say an AAA gun can fire at up to 3 individual air units. An additional AAA gun allows an additional 3 individual air units. (Total six individual air units)
Below is that paragraph:
"In other words, the total number of air defense dice rolled is 3 times the number of AAA units, or the number of attacking air units, whichever is the lesser. For example, 5 fighters attacking a territory containing 2 AAA units would have 5 shots fired against them while those same 5 fighters would
have only 3 shots fired against them if there were only 1 defending AAA unit."
@@harsh-rules To clarify out of legalsleeze cut paste stupidity: 1 shot = 1 die rolled. 1 aircraft, 1 AAA gun = 1 die rolled. If 2 aircraft attack 1 AAA gun can roll 2 dice.
If 3 ... 3 dice if 4 aircraft still 3 total dice rolled. 2 AAA against 1 Aircraft = 2 dice
@@w8stralwhy is 2 aaa vs 1 plane = 2 shots and not 1? is it just cause # of aaa > # of planes?
@@toxicsamurai2970 Why? Ask the game designers. Has to be for balance, but honestly this rule effectively makes AAA useless and why NO ONE buys them. Global has different rules making them a bit more useful, but otherwise,, yea, I and probably everyone else agrees with you... WHY not 2 shots at 1 plane if you have 2 AAA guns??? Now its Thanksgiving so, I gotta go pack the car.
Are you allowed to save IPCs for your next turn?
Am I the only one who wishes the Manhattan project was a scientific breakthrough
That be so OP they would have to make it a very expensive economic investment. Which would.be pretty cool considering America with it's super powerful economy could become more balanced by investing in that research; yet also terribly destructive if it where to prevail.
you can always house rule it. Could potentially break the annoying end game stalemates that usually happen in late game A&A where it starts becoming clear which side is winning and all that's left for the losing nation to do is spam hordes of infantry into an unbreakable armies at their capitals, so it could be a fun high risk high reward and highly strategic game mechanic that requires a lot of investment and preparation from one team.
Make it so it requires 3 nuclear research points earned from successful research point rolls. Each nation can only unlock the 1st nuclear research point, and either have to take a point from another allied nation, donate their point to another allied nation to get them to the three, or steal one from Axis nations by using the research point to do "espionage". This would require some cooperation between allied nations to decide which nation should get all 3 points, or which enemy nation to steal from.
The nuclear bomb can only be used in combat when paired with an advanced bomber (so it also requires that research unlocked), can only be manufactured at capitals, costs like 20 IPC to produce one bomb, and any nation can only carry a maximum of two bombs. It should only be droppable after AA fire and any air battles so it will be similar to a factory bombing when considering battle order, even if there is no factory present it will still follow the same order of battle. When used, it kills everything in the territory its dropped in, destroys all facilities/factories, makes the area impassable for a full turn, and if used on a capital makes it so collecting IPC is disabled in that nation's capital for one turn. If a plane carrying an atomic bomb is shot down, it then transfers ownership to the nation owning the territory that the plane fell into (if it's a neutral sea zone, it falls into the control of whoever can get an empty transport ship there first, either that or just make it so it's destroyed and lost to the sea). It can also be captured if left in a ground territory and an enemy captures the territory. It can be moved by using advanced bombers, carried on transport ships in the vehicle cargo slot, and non combat move one land territory at a time similarly to AA guns. If a nation's capital is captured, the nation that captured it gets all the nuclear research that nation had. If you want one extra random chance element to sort of balance it further by making its use more chaotic, make it so when the bomb is dropped, do a dice roll. If you roll a 1 out of 6, the bomb "malfunctions" and does not detonate when landing, and gets captured by the nation it lands on.
Nukes could also result in surprise turnarounds and upsets. Say if the Americans attempt to use the nuclear bomb on Japan and it gets shot down/fails and ends up in the hands of the Japanese, and they happen to have an advanced bomber lying around, they can decimate a huge army/fleet and be back in the game even after being on the brink of defeat. Or if Germany had 2 nuclear research points collected already, and America with two, then Germany gets one more successful roll, they can steal the last point required and have nukes ready right when the Allies get to Berlin's doorstep to invade. The nuclear bomb rule would make it so there's a point in playing past the regular victory conditions and make total victories something more possible and quicker, and eliminate the end game slog that very quickly demotivates everyone's will to play. Plus dropping nukes is just a cool concept.
Is there a specific rule about America or Soviet union being able to stack units in sea zone prior to war in anticipation of war or a pre emptive axis attack?
I checked the rulebook. I don't see a rule prohibiting this. The restrictions listed on Page 15 are "A neutral power can’t move land or air units into or through neutral territories. It can’t move units into or through territories or onto ships belonging to another power or use another power’s naval bases, nor can another power move land or air units into or through its territories or onto its ships or use its naval bases."
@@harsh-rules thank you so much for the video and reply 😀
@Ben Wait, so if I attack a strict neutral in Global do all the other strict neutrals not turn against me like they do in Europe standalone game?
So if a defender only has a fighter left, have they lost, or does the fighter still defend the territory, and thus can still destroy attacking units?
They can still fight until they're destroyed.
@@harsh-rules yea, the issue we ran into, I was germany, and literally lost all my units to france on turn 1, for 2 things, one, we had limited attacking units to only the number 9f dice available and second, with combined arms, we were treating them as a single 2 instead of 2 2s, (the french player felt like it wasnt right, and upon testing with actual rules, we found the casualties more "fair" (I still got diced but it wasnt like the fighter was just killing everything one by one like a Jackie Chan movie)
We were all new to A&A but all played risk before so sometimes things like this happened
Great videos man, I have seen almost every single A&A video and use them when teaching my friends before they show up to play, I had a question regarding player count. I get a lot of mixed of it being 7,8,9
7 being shown in the video
8 being 2 people play as each half of the UK
9 being 8 plus someone plays as both France and China
So what's the best player count? And if the other 2 are actually good ideas (especially 8 as I have me and a group of 7 people who I play with)
@@lockgaming200 I would say 8 so one plays the whole uk and one China and France.
Did the ANZAC infantry hav too much Marmite? Dude is gigantic like Kim sayz
Very well thanks for your help.
You're welcome!
question can you buy units for your allies? cause the rule book doesn't go into that
I don't think you can "officially." I did see that fans have come up with their own rules for this though. www.axisandallies.org/forums/topic/24785/lend-lease-rules-in-four-sentences
5:12 Himalayas?
3:30 why u bully third France republic
By the time I get the games I will be France and China
Where are the rules for scrambling fighters on islands?
Page 15 of the 1940 Pacific Rules
Thanks but, I mean in your tutorial?
Scrambling itself is mentioned briefly at 13 minutes on the Pacific, but I did not go into elaborate detail in regards to islands. Sorry about that. Pg 15 in the rules has the specifics if your stuck on a particular point.
Will you be doing a video on Axis and Allies Spring 1942, the world is at war? I've been wanting to play but don't understand the rules to the game very well.
After 5 Axis & Allies videos in a row, I need a break. I may return to complete more later this year. The good news is Spring 1942 is very similar to 1942 Second Edition. So in a pinch you can get yourself grounded with those rules and just check for the minor differences.
Question: If the US retakes a French territory, who does the income go to? France or US? (Assuming Paris is still held by germany.)
Once France is liberated, I'd assume US would lose that income and it goes back to france. Correct?
"If the original controller’s (the power whose territory you just liberated) capital is in enemy hands at the end of the turn in which you would otherwise have liberated the territory, you capture the territory instead. You adjust your national production level, and you can use any industrial complex, air base, and/or naval base there until the original controller’s capital is liberated. The capturing player can’t use these newly captured facilities until the player’s next turn."
I’ve played multiple different axis and allies game and I’m wondering if the defending casualties could always fight back once or if that rule is only in certain versions?
According to the Europe and Pacific videos, and the 1941 edition, yes, DEFENDING casualties get one shot after being hit before they are killed.
Is there still a way to buy it without paying 200 euros per pacific/europe?
hi from the future. yes wait a few yrs. I just bought both for 120 aud or 73 euro
if you REALLY want it…. get a black and white or unbordered/uncluttered world map, neon marker, and some paper for the units 🤫
Countries that are not at war, do they collect income while they are not at war
But if I attack with 6 infantry then should I roll one die for 6 or 6 times?
You can either roll 6 times with one die or roll 6 dice and count how many hits you got
Where can i buy the global edition?
The "global" edition is two separate games of axis and allies europe 1940 and axis and allies pacific 1940.when you have both of these games you combine the boards together to create axis and allies "global"
@@cameronmanning8972 Okay thx!
Can we play this online somewhere??
theres an online version, not sure where
Hello, someone please help me. I was certain that the Soviet Union and the United States begin the game receiving half their economic value until war has been declared on them. I did not see it in the video or in my manual, can someone please clarify?
It's on page 34 of the rule book. They begin with 52 IPC. Once War is declared refer to page 37 for the IPC bonuses.
Why is Canada Europe red?
Doesn't an aircraft carrier defend at 2?
great explanation... ty.... will re-watch....
So how exactly do rockets work? Are they just a one time use if you get it in a breakthrough roll or do they cost a certain number of ipcs for an air base to launch one or whar? They seem really overpowered if each air base can just launch a rocket per turn
Levi LeCrone it does thank you
Is it possible for a neutral nation (the U.S.A or the U.S.S.R.) to attack/occupy pro-axis or pro-allied territories during their neutrality period? (turn 1,2 and 3)
No a neutral nation cannot attack minor nation until their neutral period is up
Are these rules with europe or pacific 1940 books?
The Pacific Rulebook has the Global Rules
@@harsh-rules thanks
Hi Ben. Would you agree to send me the ppt file so that I can translate it into French for my gaming group?
I uploaded the slides to BGG a while back: boardgamegeek.com/filepage/165317/harsh-rules-slides-global-edition
@@harsh-rules That's already very cool, but I'd be glad to have the ppt file so that I can edit and translate it easily
@@sebvillars I uploaded the PPT file to Sendspace: www.sendspace.com/file/31j1i6
@@harsh-rules Thank you very much Ben!
Why not just start out the game from 1939 and work up to 45 rather than just have a single year?
a life saver !
THANK YOU for this.
thanks!!!
You're welcome.
So during setup, the symbol on each country tells you who the original owner is. But does that mean that you control it even if it doesn't say you control it based on your setup chart?
You don't control it. You have a diplomatic relationship with that nation. Many times to gain the IPCs you need a military presence there.
45:00
So... I am 69 inches tall. This combined board is 70 inches long. God damn...
I really want these games but I'm going to change it up a bit with France being controlled by Germany
Cool! Give it a shot!
Interesting idea - what was the outcome?
2:05
Funny how artificial intelligence can anticipate the words before they come out of my mouth but they can’t understand the words that do come out of my mouth f---- artificial intelligence
Not nearly enough subs, transports, aircraft carriers, destroyers, fighters, artillery, nor infantry. I bought lots of these at Historical Board Gaming and the game plays much better.
or board space for that many units without using a token! gotta get a black and white map and a neon marker to expand
It´s COLOMBIA!!! not columbia
Sorry!
1000 like
Countries that are not at war, do they collect income during the turns?
They collect income. The amounts may vary based on the political situation on the board. Pg 23 in the rules gives the details for each nation.
Countries that are not at war, do they collect income while they are not at war
Countries that are not at war, do they collect income while they are not at war