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Learning the Game
Basically, to grasp Axis & Allies, learn your units and the rounds of a turn. You should find the game's Basic Training scenarios helpful.
The Units
Remember that each military unit has its own attack and defense values and way of moving through territories: ground units must use transports to cross water; planes must stay in range of a place to land. To get really good at the game, you'll have to carefully consider the odds each military unit has of defeating each of the others.
Here's a summary of the die rolls that each unit needs to score a hit during Attack and Defense, and the number of spaces each can move in a turn:
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Unit
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Attack
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Defense
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Movement
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Anti-aircraft Gun
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0
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1
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1
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Battleship
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4
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4
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2
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Bomber*
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4
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1
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6
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Carrier
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1
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3
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2
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Fighter*
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3
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4
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4
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Industry
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0
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0
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0
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Infantry
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1
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2
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1
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Submarine**
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2
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2
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2
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Tank
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3
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2
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2
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Transport***
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0
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1
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2
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*Planes can't move out of landing range on the combat move.
**When a sub hits another boat, the boat becomes a casualty without returning fire. Cannot shoot airplanes.
***Can carry one tank or two infantry.
Rounds of a Turn
You take the same actions in the same order every turn, as follows:
- Develop special weapons and purchase units: like all research investment, weapons development is a gamble that doesn't always pay off; you can skip it, though, and go right to purchasing units.
- Combat movement: move your military units to set up one or more confrontations.
- Combat: each territory involved in conflict is highlighted in red; click a territory to start combat. The combats for each territory are handled separately.
- Non-combat movement: land planes that need to be landed and move your other units to set them up for your next turn. (If you purchased units in the first round, remember that you'll still get to place those.)
- Place purchased units on the map. After you've placed the units you purchased at the beginning of the turn, you'll see how many IPCs ("International Production Certificates," which are the units of wealth) you've gained this turn.
Basic Strategy
Reflecting the balance of power in 1942, the Axis countries have an initial military advantage over the Allies. If you're playing Axis
, you'll want to grab territory as fast as possible so that you can use its production capacity.
Here're some quick and very general Axis
tips for the early game:
- Germany should wipe out all the UK boats with planes in the north and a battleship and sub in the Mediterranean. Blockade Eastern Europe with a big troop buildup. Try to take Karelia (northwest USSR) at your earliest opportunity and blitz through Africa.
- Japan might initially try transporting as many tanks as possible to Asia and help defeat Russia. Watch your situation against the U.S. in the South Pacific. If the war in Asia is going slowly, you may not want to do more than defend against the U.S. until you've built up some industrial strength.
The Allies will want to keep the Axis at bay until they can exploit their superior industrial potential. Here're some quick and very general Allies tips for the early game:
- Russia needs to take out some of the German ships and subs; otherwise, they will overwhelm Britain's fleet. Attack Eastern Europe or Finland-Norway to hold Germany at bay. Once Germany is tied up with the U.S. and Britain, buy troops and tanks to hold out against Japan until the tide of war turns in the Allies' favor.
- Britain should dig in until the U.S. can help them out. Place some troops in Africa, maybe from Canada, to keep the Germans out, and reinforce Karelia so that Russia can defend against Japan.
- The U.S. should buy and transport troops and tanks to Western Europe as soon as possible. Turn your attention on Japan only after Germany has been removed as a threat.
Note: We'll publish more detailed tips and hints on this game in the future, so keep checking these pages. And if you have your own strategies and tips for Zone Home, send them in! Be sure to include your Zone ID so we can give you credit!
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