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Differences With Other Editions Edit

This section describes differences between the edition of interest and other editions of Axis & Allies that have significant affects upon strategies. Some example causes changes to the rules or changes to the layout of the map/game board.

50th Anniversary Edition Differences Edit

The 50th Anniversary Edition represents...

Rule Changes Edit

Map Changes Edit

  • China
In the 50th Anniversary Edition map, China is partitioned into a larger number of territories and thus represents a greater challange to any Axis player trying to infiltrate Russia through Chinese terrority. At the same time however, this partitioning increases the number of fronts the Allies player controlling China (U.S.A.) has to defend in order to keep their border secure.

Unit Changes Edit

  • Transports

Production costs...

  • Submarines

Production costs...

  • Carriers

Production costs...

  • Cruisers

Production costs...

  • Destroyers

Production costs...

  • Battleships

Production costs...

Original Edition Differences Edit

The Original Edition represents...

Rule Changes Edit

Map Changes Edit

One key map change is the addition of the sahara desert, making the conquest of Africa much harder for the Axis.

Unit Changes Edit

  • Transports

Production costs...Transports in revised can carry more units, (2 instead of 1) making amphibious assaults much easier.

  • Submarines

Production costs...

  • Carriers

Production costs...

  • Cruisers

Cruisers were not in either the original version or the revised edition.

  • Destroyers

Destroyers were introduced in the Revised edition, greatly diminishing the power of submarines.

  • Battleships

Production costs...

Allies Strategies Edit

Russia Edit

Build infantry to make the motherland strong. Seriously, it's about that simple. Manufacture infantry and the occasional artillery as though your life depends on it, because it does. Use these infantry stacks to defend, counter attack, and ultimately trade West Russia/Karelia/Ukraine back and forth with the Germans for as long as you possibly can until help arrives from the allies. Japan will invade from your South and/or East. When playing as Russia, just try and stay alive.

United Kingdom Edit

The British are spread out all over the place, and can be frustrating to play as. Hold India against the Japanese for as long as you possibly can; holding Egypt is a good idea too. Primary objectives for the British should include eliminating German ships from the Atlantic to make way for American transports, supporting Russia by parking fighters (for defense) in strategically important territories, and landing as many ground troops in Europe as is feasible. When possible, strategic bombing runs against German industrial complexes are also beneficial.

United States Edit

Victory for the Allies depends on America getting ground troops into Europe. The American player will need to build transports and ground units, with just enough of a navy to protect said transports from German air units (assuming the British player has been diligent in cleaning out the German navy). Deciding where to land your transports can be difficult; you can either invade North Africa, or shuttle men into France/Northern Europe. Strategies will vary, but be relentless about getting troops into Europe one way or another (while taking care to avoid costly transport losses).

Axis Strategies Edit

Germany Edit

Depending on the Russians success in repelling your forces from their borders, you will have to decide whether to keep up constant pressure on Russia, or prepare a defense for the inevitable Allied invasion of Europe. You will likely be manufacturing a lot of tanks and infantry, though if you can hold onto a navy, that will help slow down Allied amphibious assaults. It is beneficial to take Africa, as the ipc gain can be quite beneficial. Despite the grudge match you will find yourself in with the Russian player, realize that if and when Russia falls, it will typically be to the Japanese pincer attack from the rear.

Japan Edit

The Japanese player will want to put as much backdoor pressure on Russia as possible. an industrial complex on the Asian mainland is a must; take India as soon as possible as well, as it provides another jump off point to roll ground units towards Russia. The Japanese air force is invaluable, and can be parked with residual German ground units to safeguard German conquests from Russian counterattacks.