Feel free to give it a like if you find the new cards useful They look nice printed on to glossy card. AA 42 2ed Map. Let me know any errors. The longer I look at it, the less I see! Enjoy 30 inches by 16 inches at dpi. Axis and Allies 2e - Tournament Setup Cards v1. The setup card is easier to read and use than the one that comes with the game. This file is meant to be printed on 5 double sided sheets, one for each nation. Updated version done by me based on the original. Reason for this: From the plays I've made with my friends which are new to the game they always struggle to know all of these basic information, and even for myself it works as a nice follow up.
Beside this from the games I've played some times you forget how many cities each side controls. PDF ready for printing Hope you like it and comes to be helpful. The first page shows the territories and income. When a territory changes control, just move the income to the country that gained control. At the beginning of the turn, use the third sheet to figure out the production.
Add that IPC amount on the second sheet under Production. At the end of the turn, add income under Income and everything tabulates automatically. Use it for a game and you'll see how much easier it is to play this way. The only thing it doesn't do is figure out the adjustment needed when a capital is lost. You need to do that manually. Hey, maybe somebody could write a script for that and re-post it.
Note: The first sheet is based on a similar tracker somebody else posted to BGG previously. Some types of combat, such as strategic bombing raids, naval bombardment, and anti-aircraft defense, last only one round, though in others the attacker has the option of either continuing with another round of battle or retreating.
Combat is fully resolved when either side loses all their units or the attackers choose to retreat. Though combat in different territories may be resolved in any order of the attackers choosing, combat in one territory may affect the number of combatants in another territory for later battles, as in the case of an amphibious assault or when attacking units withdraw.
Revisions would follow shortly after the game release as the rules didn't always produce results which made sense in the context of the historical setting. For example, the abstraction of submarines fighting airplanes, initially had a restriction that the bomber was the only kind that could attack a plane. This was later revised so that all aircraft could attack submarines.
Although not the very first edition, the Milton Bradley release was the first to establish the well known game mechanics. There were three versions of the rules for the Milton Bradley games, though only the first two were included with the game itself. The three editions differed by minor details. The first major revision to the rules was designed by Larry Harris and Mike Selinker who would later develop the board game Attack!
With victory cities, the Axis and Allies start with an equal number of victory cities specially labeled territories , and strive to capture enough victory cities to gain a majority of them the size of the majority being agreed upon by the players prior to the game. This allows players to play shorter or longer games, depending upon the number of victory cities a power must control in order to claim victory.
With each revision, there were also balance changes in order to make gameplay more dynamic: in the Milton Bradley edition, infantry were cheap units that tended to be most useful as defensive cannon fodder , due to their token attack and slightly better defense. This had led to many areas of the game board being heavily fortified, bogging game play down to a matter of who could build more infantry faster.
To counteract this, the tank, whose defense ability was equal to infantry in the Milton Bradley release, had its defensive capabilities improved in the revised edition, so as to encourage players to use combined arms.
Artillery increased the effectiveness of infantry in attacks, while destroyers limited the usefulness of submarines and acted as a lower-cost substitute for the expensive battleship. While destroyers continue to limit the usefulness of submarines, the stronger cruisers now act as lower cost battleships. The game board itself was also reworked in each revision.
The Milton Bradley classic release featured largely vibrant colors, while the revised version featured mainly darker tones. The 50th anniversary edition and edition has a more realistic terrain with only subtle hints of color to denote which power has initial control over a particular territory.
The composition of territories was also slightly altered, for example, the number of territories between Berlin and Moscow had been increased for the revised edition, including adding many Soviet territories of strategic importance. Strategic bombing was altered over the years.
Until the revised edition, strategic bombing caused opposing players to lose the IPCs they had on hand. The 50th anniversary edition changed this so that industrial complexes were damaged instead. Damaged industrial complexes had less capacity to produce units and can be repaired at the cost of IPCs.
Later revisions have also included changes in research which was generally not a worthwhile investment in the Milton Bradley edition due to its high cost and low probability of success to have more of an effect, with mixed results, edition eliminates research altogether.
Another feature that was implemented but was later dropped was the revised edition's "National Advantages", which represented tactics and technologies used by a specific power during the war.
For example, a British ability allowed the British player to delay their combat movement until the American player's turn once per game, in order to have a coordinated attack. Later editions had minor cosmetic changes in the playing pieces. In the Milton Bradley version, only the infantry pieces were unique to each power in appearance. Unique units was later expanded to include nearly every unit in later editions.
Compared to the generic fighters of the Milton Bradley release, the Supermarine Spitfire was used in later editions to represent British fighters, the A6M Zero was used to represent Japanese fighters, while two different fighters the F4F Wildcat and the P Lightning represented American fighters. Special rules apply for fighters and tactical bombers if a CV is damaged.
All 9 major powers of World War II are represented with unique unit pieces and their own unique color. An additional four games are theater games depicting Europe or the Pacific. An additional three games are local games of specific battles. This, in turn, served as the catalyst for the revised edition. Although there were preliminary plans for a variant that allowed players to combine Europe and Pacific together, it had never been published.
Though these games retained many of the traditional mechanics, some were specific to the particular game. When Gleemax was cancelled the game found its way to the GameTable Online game site, who programmed the game for Wizards of the Coast. The initial version was based on the Revised edition. Requiring Java 1. It allows users to play single player against an AI, or hot-seat against other friends in the same room.
It allows multiplayer on an online lobby, and also over email PBEM and network connections. Originally released in , it has been steadily improving and is now on stable version 1. It also hosts many fan created maps, which have similar rules to Axis and Allies, but use a different setup or a different map or era altogether like maps based on other conflicts, like World War 1 or Napoleon's conquests.
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