I know this is an older upload, but thank you a million times over. When I was about we'll say 14yrs old (30yrs ago). When I was at my buddy's house and it was a rainy day, we would play this game, he usually won, but it was still cool, so ended up buying the same game myself a yr or so later. It's this exact version. We both got married (to our wives) and did our own thing. Last we spoke was 2009, he ended up dying last Jan from pneumonia/ covid...... Now my soon to be 9yr old gets the board game out of the closet, and aside from the obvious, there were a lot of small things I forgot. Can't call on my buddy, he's gone. And even after reading the directions, I was kinda stumped on a few things. Now, thanks to this video, I'm ready to battle my son lol. If you're still on TH-cam. Thanks again
I am sorry for your loss. Me and my three best friends used to play this as well about 30 years ago. We played it again last friday which was great even though we didn't even finish it. Will buy it (one of my friends owns it) to play with my kids.
The game rules sound so confusing but it is surprisingly simple once you play. It is funny watching this because I had once had all the starting IPC rates memorized along with how much each production center region was worth. I miss playing this with my old co-workers on days off. We would start around noon and in a blink of the eye it would be 1 am.
I really like this video, as it makes understanding the game very easy. I love the graphics used to make this video, good job. The only think I noted is that the chart at 18:48 shows the wrong aircraft ranges, and the fighter and bomber with extended range advance, not jet fighters and heavy bombers. Normally fighters are range 4 and bombers are range 6. With extended range fighters are range 6 and bombers are range 8. Jet fighters defend strength of 5, and heavy bombers have 3 dice each when they attack. Aircraft need to be leave enough movement to return to friendly territory.
I must have played this game between 250 and 400 times. Some games took up to 8 hrs. A quick game was 2 hrs. Ex HATED this game. Taught daughter to count with her helping Daddy roll the dice. Brother came in on first move, Attacked England's Navy with 5 planes....she rolled 4 ones with AA guns.....lol. 25 years later he still brings it up when we mention this game.. Germany never recovered.
Thank you for your videos. I like how it is concise and direct. There many other different videos on these games but they focus on strategy rather than mechanics and rules.
Just a couple of errors to point out. 11.16 "The United Kingdom player places the "Syria-Iraq" submarine in the Eastern Mediterranean sea zone south of Turkey, not in the Red Sea" Also, Super Subs only attack at 3. They still defend only at 2.
Thanks for a great video. At 27:25 you say that the heavy bomber get to use 3 dice only when doing strategic attacks, but as far as I know it also applies to normal attacks and defending. Correct me if I am wrong :)
08:50 - The „Wehrmacht“ was NOT Germany‘s army - the term literally means „Defense Forces“ and was the generic term used to describe the armed forces of any nation (e.g., „englische Wehrmacht“ for the british armed forces). The „Deutsche Wehrmacht“ (=the German armed forces) consisted of the Heer (= the army or land forces), the Kriegsmarine (navy) and the Luftwaffe (quite literally the air force).
Good video explaining the rules. Only a few errors (minor really). Corrections: Super Subs only Attack on a 3. They still defend at a 2, but it is a popular house rule to have them defend at a 3. Each AA guns can only fire at aircraft during the combat move or at the start of the combat. AA guns don't fire on non-combat moves by default rules. "Always active AA guns" is a popular house rule were the AA guns would fire at aircraft on non-combat moves. "Always active AA guns" works as the example given. The chart showing "Naval Movement" has errors on aircraft movement, but that is no big deal. Over all given the complexity of the game, confusion that can occur between versions of the game, and many house rules that exist , I would give the video an A for the explaining Axis & Allies Classic (1984).
im trying to figure out which edition to get (Classic MB, 1941 or 1942) my family is more than comfortable playing such games as MtG, Sythe, Twilight Struggle, Civilization..but we really can’t do a 6hr game ... what do u reccomend?
@@harsh-rules A better choice would be to get the Hasbro PC version of AA Classic. it set ups everything, calculates everything for you, it's a little buggy but a solo game can be over within 1/2 hour easily!
The Milton Brady 1st edition (1984) is best, 2nd edition (1987) removed the Commander in Chief rules which totally tamed the game. Either game has had many expansion variants published over the many years, my favorite being the wolf packs and convoy escorts, this also added destroyers and cruisers. Sonar searching and depth charge attacks. Using the nearly unlimited amount of house rules available you can many a different games and that's great fun.
Wonderful job, but my question is why did you use 10 IPC bills instead of ones in the demonstration of Japan buying units and development? Not nit picking at all. I really love this video. I've watched it three times!
Big oops. Fighters have a range of 4. The distance from Philippines to Manchuria is 4 (one to leave land to go to sea). The attack is still possivle, but you have to have fighters go to other places, not as you described.
Correct me if I'm wrong, but the fighter in the philippines uses ONE to enter the sea zone around the philippine islands, TWO to enter the sea zone around Japan/bordering Manchuria, THREE to enter Manchuria, and then FOUR to move south during non-combat, right?
Do you know where I can find a list of what makes a full set of game pieces? I have a used version and it’s missing some pieces but I don’t know what is considered a full set. Thanks
That is an optional rule. It depends on the house rule that your gaming group uses. It is not the original rule, but many game groups use it to show the durability of Battleship battlegroups. The first hit you lay the battleship on its side, and the battleship still function as normal. the second hit kills the BB. If the BB survives the combat, it flips upright and is restored (repaired) back to two hits.
Mr. harsh, does the rules reviewed here also work with the" A and A" 2004 wizard of the coast reissue. I know that there are two new pieces the artillery and the destroyer on the 2004 version but is the base rules the same as the 1984 version? thanks !
The blue box 2004 is the revised edition. There are a lot of additional rules and differences. I'm going to make a video of this one, but it's a ways out.
Also I think if you decide to build a German navy with subs the Russians can fly out to destroy the German subs and also they would be trapped by the British navy unless they are able to retreat their but they might have to do combat next round I’m not sure that’s might be a flaw in the game
nice video, question about the Pearl Harbor attack, Japan moved it's carrier with fighter and battleship from Caroline islands two sea zones to Hawaii. After the battle the Japan ships should be left in the Hawaii sea zone and not moved back to the Caroline islands. The fighter could fly back as it had its 4 space move but not the ships, correct?
I recall Spring 1942 printed on the box top, the Pearl harbor attack happened in late autumn 1941. The turn one Japanese attack is in the timeline for the battle of Midway, I know, I've had that bad luck several times as the Japanese player. I generally focus on an amphibious invasion of Hawaii turn one, then Australia is turn 2 and maybe turn 3 if needed, new Zealand goes next while the battlefleet regroupes and resupplied with new equipment. My other more conservative attack is only 3 aircraft and 1 submarine for the attack on the Hawaiian fleet, my aircraft carrier need not move during combat, allowing greater flexibility for non combat deployment. I'd recommend not moving the Japanese carrier during combat move unless you have to (amphibious landing in Hawaii).
You're reading my mind! I created some early slides before the Liberty or Death series for Diplomacy. I just held back from finishing, because I'd just done a ton of WWI & WWII games in a row and wanted to add a little variety. Sounds like I need to get back and finish it.
I know this is an older upload, but thank you a million times over. When I was about we'll say 14yrs old (30yrs ago). When I was at my buddy's house and it was a rainy day, we would play this game, he usually won, but it was still cool, so ended up buying the same game myself a yr or so later. It's this exact version. We both got married (to our wives) and did our own thing. Last we spoke was 2009, he ended up dying last Jan from pneumonia/ covid...... Now my soon to be 9yr old gets the board game out of the closet, and aside from the obvious, there were a lot of small things I forgot. Can't call on my buddy, he's gone. And even after reading the directions, I was kinda stumped on a few things. Now, thanks to this video, I'm ready to battle my son lol. If you're still on TH-cam. Thanks again
Sorry to hear about your friend. Glad the video helped out!
I am sorry for your loss. Me and my three best friends used to play this as well about 30 years ago. We played it again last friday which was great even though we didn't even finish it. Will buy it (one of my friends owns it) to play with my kids.
The game rules sound so confusing but it is surprisingly simple once you play. It is funny watching this because I had once had all the starting IPC rates memorized along with how much each production center region was worth. I miss playing this with my old co-workers on days off. We would start around noon and in a blink of the eye it would be 1 am.
Playing this game since the early 90s
Love it so much I would play against myself. Now I've got my son hooked.
Haven't played in 30 years, but just bought it to play again. Great refresher video without having to read the manual again. Thanks
Hey Mr. Harsh thank you for creating this. well done sir and keep up the great work.
Thank you, I appreciate the kind words!
this is a great way to explain this Classic MB game of AnA. like the computer graphics. Well done!
Thanks for the positive feedback! It helps me keep going!
this is the best video on the subject. you win the internet.
I really like this video, as it makes understanding the game very easy. I love the graphics used to make this video, good job. The only think I noted is that the chart at 18:48 shows the wrong aircraft ranges, and the fighter and bomber with extended range advance, not jet fighters and heavy bombers. Normally fighters are range 4 and bombers are range 6. With extended range fighters are range 6 and bombers are range 8. Jet fighters defend strength of 5, and heavy bombers have 3 dice each when they attack. Aircraft need to be leave enough movement to return to friendly territory.
You're correct. Thanks for the catch!
It has been a minute since I last played the classic A&A and enjoyed the refresher! Nice video.
I must have played this game between 250 and 400 times.
Some games took up to 8 hrs. A quick game was 2 hrs.
Ex HATED this game. Taught daughter to count with her helping Daddy roll the dice. Brother came in on first move, Attacked England's Navy with 5 planes....she rolled 4 ones with AA guns.....lol. 25 years later he still brings it up when we mention this game.. Germany never recovered.
When the Battle of Britain happens in game
I played this game with friends who are new to the game today. I have this game from my dad who played it 30 orso years ago
The newer versions are nice, but the original still holds up really well!
Thank you for your videos. I like how it is concise and direct. There many other different videos on these games but they focus on strategy rather than mechanics and rules.
Just a couple of errors to point out.
11.16 "The United Kingdom player places the "Syria-Iraq" submarine in the Eastern Mediterranean sea zone south of Turkey, not in the Red Sea"
Also, Super Subs only attack at 3. They still defend only at 2.
Also india has 3IPCs, not one
Thanks for a great video. At 27:25 you say that the heavy bomber get to use 3 dice only when doing strategic attacks, but as far as I know it also applies to normal attacks and defending. Correct me if I am wrong :)
I believe you're correct.
Yes. At least that is how we understood the rule and played it that way.
Don't you need to research for 3 dice. 5 bucks and you need to roll a 6 to get it. Heavy bombers.
Great video!
Very, very well explained!
Thanks a lot for this
You're most welcome!
08:50 - The „Wehrmacht“ was NOT Germany‘s army - the term literally means „Defense Forces“ and was the generic term used to describe the armed forces of any nation (e.g., „englische Wehrmacht“ for the british armed forces). The „Deutsche Wehrmacht“ (=the German armed forces) consisted of the Heer (= the army or land forces), the Kriegsmarine (navy) and the Luftwaffe (quite literally the air force).
🤓🤓🤓
India for the British is actually worth 3 Ipcs your short by 28
Might be different in the original
@@board-qu9iu i have the original and it says 3
@@brit1403 oh ok thanks
@@board-qu9iu ye
Hello from Ecuador Mr Harsh, i'll appreciate if you do a "learn how to play" video of axis and allies 1942 second edition
I've got a lot of requests for different Axis & Allies games. I'll add it to the list.
This was so helpful, thank you for making this video
I have both the Europe and Pacific versions of the game. I prefer those over this one due more unit types and more zones.
Good video explaining the rules. Only a few errors (minor really). Corrections: Super Subs only Attack on a 3. They still defend at a 2, but it is a popular house rule to have them defend at a 3. Each AA guns can only fire at aircraft during the combat move or at the start of the combat. AA guns don't fire on non-combat moves by default rules. "Always active AA guns" is a popular house rule were the AA guns would fire at aircraft on non-combat moves. "Always active AA guns" works as the example given. The chart showing "Naval Movement" has errors on aircraft movement, but that is no big deal. Over all given the complexity of the game, confusion that can occur between versions of the game, and many house rules that exist , I would give the video an A for the explaining Axis & Allies Classic (1984).
Thanks, Tim! Appreciate the clarifications and alternate house rules.
im trying to figure out which edition to get (Classic MB, 1941 or 1942)
my family is more than comfortable playing such games as MtG, Sythe, Twilight Struggle, Civilization..but we really can’t do a 6hr game ... what do u reccomend?
I think 1941 would be your best bet. It's the shortest of the three. The other two are much longer.
@@harsh-rules A better choice would be to get the Hasbro PC version of AA Classic. it set ups everything, calculates everything for you, it's a little buggy but a solo game can be over within 1/2 hour easily!
The Milton Brady 1st edition (1984) is best, 2nd edition (1987) removed the Commander in Chief rules which totally tamed the game. Either game has had many expansion variants published over the many years, my favorite being the wolf packs and convoy escorts, this also added destroyers and cruisers. Sonar searching and depth charge attacks. Using the nearly unlimited amount of house rules available you can many a different games and that's great fun.
Wonderful job, but my question is why did you use 10 IPC bills instead of ones in the demonstration of Japan buying units and development? Not nit picking at all. I really love this video. I've watched it three times!
Dave, I was probably trying to save space and time in the video. No biggie.
Big oops.
Fighters have a range of 4. The distance from Philippines to Manchuria is 4 (one to leave land to go to sea).
The attack is still possivle, but you have to have fighters go to other places, not as you described.
Correct me if I'm wrong, but the fighter in the philippines uses ONE to enter the sea zone around the philippine islands, TWO to enter the sea zone around Japan/bordering Manchuria, THREE to enter Manchuria, and then FOUR to move south during non-combat, right?
Do you know where I can find a list of what makes a full set of game pieces? I have a used version and it’s missing some pieces but I don’t know what is considered a full set. Thanks
This thread at BGG has a lot of info: boardgamegeek.com/thread/320288/counts-components-axis-and-allies
Are battleships able to take two shots? or is that just in 1942 addition...
That is an optional rule. It depends on the house rule that your gaming group uses. It is not the original rule, but many game groups use it to show the durability of Battleship battlegroups. The first hit you lay the battleship on its side, and the battleship still function as normal. the second hit kills the BB. If the BB survives the combat, it flips upright and is restored (repaired) back to two hits.
No, by standard rules the 2 shot hits did not exist until 20 years later in Axis and Allies Revised.
Thank you this helped me alot
Русский?
Claxis and Allies
Mr. harsh, does the rules reviewed here also work with the" A and A" 2004 wizard of the coast reissue. I know that there are two new pieces the artillery and the destroyer on the 2004 version but is the base rules the same as the 1984 version? thanks !
The blue box 2004 is the revised edition. There are a lot of additional rules and differences. I'm going to make a video of this one, but it's a ways out.
I really hope you still have 2004 revised edition on the works since thats the only version I have.
Also I think if you decide to build a German navy with subs the Russians can fly out to destroy the German subs and also they would be trapped by the British navy unless they are able to retreat their but they might have to do combat next round I’m not sure that’s might be a flaw in the game
Many thanks for this appreciate the effort
nice video, question about the Pearl Harbor attack, Japan moved it's carrier with fighter and battleship from Caroline islands two sea zones to Hawaii. After the battle the Japan ships should be left in the Hawaii sea zone and not moved back to the Caroline islands. The fighter could fly back as it had its 4 space move but not the ships, correct?
I recall Spring 1942 printed on the box top, the Pearl harbor attack happened in late autumn 1941. The turn one Japanese attack is in the timeline for the battle of Midway, I know, I've had that bad luck several times as the Japanese player. I generally focus on an amphibious invasion of Hawaii turn one, then Australia is turn 2 and maybe turn 3 if needed, new Zealand goes next while the battlefleet regroupes and resupplied with new equipment. My other more conservative attack is only 3 aircraft and 1 submarine for the attack on the Hawaiian fleet, my aircraft carrier need not move during combat, allowing greater flexibility for non combat deployment. I'd recommend not moving the Japanese carrier during combat move unless you have to (amphibious landing in Hawaii).
Many bonghits to win this game
Awesome video!
It says fighters and bb can detect subs
Great video, as always !!!
Thank you!
Harsh Rules
Could you make a video where you explain the rules for the battlefield edition of Risk ?
please, thanks !
Industrial production certificate. Not international.
Doesn’t it take two hits on a battleship?
Fisty McBeefPunch in 1940 it does. I house ruled it in
Do you have a Diplomacy Board game tutorial made yet?
You're reading my mind! I created some early slides before the Liberty or Death series for Diplomacy. I just held back from finishing, because I'd just done a ton of WWI & WWII games in a row and wanted to add a little variety. Sounds like I need to get back and finish it.
This is what A&A 1941is sort of like this one
At 48:35 (non combat moves) your ships off of Hawaii and midway have vanished!
Whoops. I wonder how that happened!
Skip 5:05 to 14:24
I could set this up asleep
Not Kazake, but Kazakh and not Kabelia, but Karelia... All the best...
Until now i have sen ww1 and d-Day
Alternate history the Italians fuse with Germany
Yu
"Russia"