----- Two Recommended Games -----

You can Order A&A Europe Today!

You can Order A&A Pacific Today!

The "Weakened" Atlantic Variant

Some time ago my friends and I completely figured out A&A and began to grow bored with an allied victory nearly 100% of the time. We started a new "house rule" that has now leveled the playing field. Our rule is that All new production by the U.S.A. must move in a westward direction (i.e. toward japan). Any U.S. units that are on the board at the inception of the game have the right to move eastward, but all subsequent production must move westward. This eliminates the ability of the allies to construct a large navy in the Atlantic. Of course the USA still has "Monroe Doctrine" authority to protect Brazil, East Indies etc. Germany, has a much freer hand to conquer Africa and keep the USSR at off its back. This scenario forces the USA player to really figure out how to get its forces into the game before Karelia is in jeapordy beyond recovery. As things stand now, we have been playing this variation for over a year and we like it because victory is no longer a set deal for the allies. Even when we give the axis the "assistance" as indicated in the rule book (i.e. no attacking move by Russia on round one, supersubs for Japan and Jetpower for Germany, and even no industrial complexes for the allies), an effective allied player can still crush Germany within 8 rounds. Of course Japan is super strong with lots of money, but then it is there turn to be beaten down. Please let me know what you think about this game revision. At times we also add new elements from A&A Europe and A&A Pacific such as cannons, U.S. marines, destroyers, etc. but these elements seem to always benefit the allies to the detriment of the Axis. It should be noted that we always play A&A in which Russia has no offensive play in round one. In any case, it always seems to come down to the dice rolls much to my irritation at times. Oh well. I love it. Thanks for you time.

Tony Seta

Editor's Note: If you choose to use this variant, you may want to read our Kill Japan First articles in the archives. Thanks Tony!


Two Other New Variants

Have you been looking for new ways to play Axis & Allies? We recently received two variants from a couple of A&A gamers. Thanks Paul and James!

Risk Style A&A -- Free For All
submitted by Paul Davidson

Instead of having pre-assigned territories and units, each player rolls a die for the right to choose territory first. Highest roll wins, and all the players (going clockwise) take turns placing a nationality tile on a territory. This territory becomes their capital, and gets an immediate factory.

Then players take turns placing additional tiles on additional territories until all are exhausted. Capitals are worth 10 and all other territories are worth 2. Players then determine how much starting cash they get (determined by the number of territories claimed, which is affected by the number of players), and the next round of play involves placing whatever units each player wishes to buy with that money on the territories belong to each player. On this initial unit-placing round, players need not place only on industrial complexes.

From there, gameplay proceeds clockwise, with movement, purchasing, and combat rules just like A&A. Winning conditions require the conquest of two other capitals.

Other exceptions to A&A rules: Players may keep receiving money (albeit reduced) after losing a capital, since there is no one to liberate them.

Players may choose to include neutral countries in the initial setup. Otherwise, neutral countries are worth 1 when invaded and occupied (paying the 3 IPCs, of course).

World Conquest
submitted by James Stewart

Each player get's 25 IPC's and AA Gun and a Factory. Each player rolls a die and the highest roller selects his capitol and places the factory and AA gun there. That land automatically increases in value to 10 IPC's unless it is worth more. The player names his Empire. The player then spends his IPC's as he sees fit and places those units on the board. The remaining territories not selected as capitals have an "army" strength assigned to them. For instance South Africa is worth 2. Therefore there are 2 Infantry defending. If the IPC value is divisible by 2 there is one tank, divisible by 3 there is a fighter, divisible by 4 AA Gun, 5=Sub, 6=Battleship, 7=Bomber. The object is to be the last man standing. This game is really fun to play. We play on the World at War board.


Red Star/White Star Revisited...

One of the most popular variants we've ever come up with for Axis & Allies is Red Star/White Star.

Recently, I received a wonderful note from a group of A&A fanatics from Central Iowa. Well after playing this variant they -- Adam Bishop, Elaine Cheaney, Jim Cheaney, Matt Conrad & Ray Rosine -- offered up some tips to making the game more balanced.

Their ideas are a part of the email below.

Hi! About a month ago, I was surfing through your Axis & Allies site, and I printed off a copy of the rules for a variant listed there, "Red Star White Star," and decided to play-test it. Our gaming group fell in love with it! It's a fantastic concept, though we did have to make some changes to the rules to balance it out in favor of the Russian-Japanese alliance. As written, we feel that the Allies are way too powerful in this game. With these changes, we have gone from all-Allied wins to long, drawn-out bloodbaths that see-saw back and forth that keep you holding your breath as Russia or America makes a daring move that will make or break the game.

First, we cut the American fleets and the U.K. home fleet in the Atlantic in half. Eastern U.S. gets 2 transports, Western Spain gets 2 transports, and the North Sea gets 2 transports. There's no way Russia can handle the U.S. dropping 8 infantry and 2 tanks in Western Europe in only 2 rounds PLUS everything that Great Britain can bring in! As written, the Allies start with 14 transports in the Atlantic basin, while the Axis starts with 0. With that kind of advantage, the Allies don't need to keep a foothold in Western Europe; they can basically attack anywhere on the continent anytime they want to, and Russia is spread way too thin to protect the whole thing.

Even with the Allied fleets cut in half, we have found it VERY difficult for the Russians to gain (and hold) all of Europe.

Secondly, we give the USSR one sub in the Barents Sea and one transport in the Black Sea. I don't quite understand the strategic logic of these two units (I personally voted against the change, but got outvoted), but apparently the other members of our gaming group really thought it gave Russia a better chance against the British navy. I see them as target practice for the RAF.

Thirdly, Russia starts with a bomber in Moscow, and Japan starts with one in Tokyo.

With these house rules, we have had incredible games, such as a time when the U.S. player launched an invasion from Alaska into the Japanese home islands with both the U.S. and Japan having huge fleets. After both fleets had been whittled down to an American battleship and transports versus a swarm of Japanese fighters, the U.S. ended up losing transports loaded with infantry just so he could keep his battleship to clear out the sea space....and it worked (only one transport made it to Tokyo, but that's all he needed with some lucky dice rolls for the land invasion)!

Anyway, we want to commend you for posting an excellent variation, and submit these rule changes for your consideration and perhaps your own playtesting! Thanks!

Cheers!

Jim Cheaney

Thanks folks!


History of the World

Want to play a different kind of war game? One that changes everytime you play it? Unlike A&A where the armies are fixed, History of the World provides incredible randomness to a great War Game. After, playing the re-release of this game at Origins, I strongly recommend it.

The game consists of Seven Epochs or Ages that reflect the rise and fall of many different empires (ie., Egyptians, Romans, Persians, Mongols, Franks, Britons, etc...). Each epoch begins with each player recieving an empire to play just for that turn. At the end of each players' turn, that player records the number of points they currently possess by counting the number of capitals, cities, monuments and areas they control. The player with the most points at the end of the game wins. However, if you are one of the leaders at the end of an Epoch, you will have a great big bullseye on your back.

The player in last place, gets the first empire card and the right to either pass the card on or keep it. Therefore, the opportunity to "screw" the leader exists on every turn. And since the leader draws last card they typically (but not always) get stuck with worst card in the age. Furthermore, most players will team up against the leader to take the terriotories they currently control. So the game can have a definite ebb and flow to the very last turn.


Click Here to Purchase!


A&A Pacific is HERE!

Well I've seen it... but I haven't played it... yet. Axis & Allies Pacific has been released. It pits the Japanese against the Allies in the Pacific. When the games starts the board is covered with the red pieces representing the Japanese Imperialists. The first turn is brutal for the Allies, as the Japanese get the surprise assault and all allied units defend on a 1!

Check out the club, that even let's me be a member. www.aaeuropemc.com. And soon to come www.aapacificmc.com.


Axis & Allies Europe: Unit Setup

For those of you still waiting to get your game (Christmas is only a few months away), we have decided to give you a glimpse of the unit setup. Before we jump in, let's take a look at some of the starting totals for each country, not including Industrial Complexes.

Germany starts with $40, 50 infantry, 10 artillery, 13 tanks, 2 aa guns, 6 fighters, 1 bomber, 1 battleship, 1 destroyer, 2 transports, and 10 subs. That's $464 in units.

Russia starts with $24, 44 infantry, 5 artillery, 6 tanks, 4 aa guns, 1 fighter, 1 bomber, 1 transport, and 1 sub. That's $245 in units.

Great Britain starts with $25, 8 infantry, 2 artillery, 3 tanks, 2 aa guns, 3 fighters, 1 bomber, 1 battleship, 6 destroyers, and 5 transports. That's $244 in units.

U.S.A. starts with $40, 2 infantry, 1 aa guns, 1 fighters, 1 bomber, 1 destroyer, and 1 transport. That's $58 in units.

Don't forget to add in the $12 in units the Germans and the Allies can add to the board before the game begins.

Obviously, Germany has great concentration of forces in Europe. However, they have long way to travel to reach the Russian capital. Their progress seems relatively fast at the beginning of the game, but as they their approach their goal, their supply lines begin to "dry-up". The cash rich Allies simply must hope Moscow holds out long enough for the assault on Western Europe to take it's toll on Germany's ability to supply the Eastern Front.

Attached is the Complete Unit Setup. If you have the game, please, please double check my numbers. I reviewed them twice and added them up as well, but with this many units, it is still possible that I made an error. Thanks and Enjoy!

Now that you have the unit list... check out the map. [Warning Large File]


Excellent Board Games Available From Chips & Bits
A&A Board Game
A&A Europe
A&A Pacific
Settlers of Catan
Settlers:Cities & Knights
History of the World
Risk Board Game
LotR: The Confrontation
Carcassone


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