Author: Andrew Tullsen
I’m going to try to lay out some of the differences and similarities between the different games in the Axis and Allies series. I’m going to assume you know something about the general Axis and Allies system.
If you are unfamiliar with this game system, check out this introductory video to Axis & Allies.
Original Milton Bradley Edition
Let’s start with the original Milton Bradley Edition
The game that started it all. This game comes in a rather large box, and is a little outdated. I don’t suggest getting this one. There is a reason why these sell for only $10 on ebay. The box is so big the top dishes easily. The pieces are stored in Styrofoam containers, and a very blocky mold – not a lot of detail. The game has some key flaws, 2 of the main ones being the tech that gives you triple dice for your bombers, and Russia had about a 50-50 chance of defeating Germany if the Russians attacked right away from on turn 1. The game also doesn’t include artillery or destroyers.
Plays from 2-5. OK, let’s move on to the next one.
Revised World Edition (Avalon Hill)
This is the first one I got, so I have a little bit of bias towards it. I love it. I’ve played it so many times that I’ve memorized the entire setup for it. This is being compared to the (Milton Bradley (MB) edition.)
- The minis in this game are much more detailed.
- The sea zones are numbered for easier setup and PBEM (Play By EMail).
- There are a lot more ocean and land spaces, allowing for greater flexibility.
- It has destroyers and artillery.
- Starting Setup has changed quite a bit.
- Submarines can submerge.
- Tanks got a better defense, Battleships are now double health, Fighters are lowered in cost.
This is the best game of the series. It is the “main” Axis and Allies and gives you the grand strategic battle.
Every first round will be different, as players try out new strategies. Part of the fun is finding out what would happen if you tried this plan or that one. It lets you change history, at least for a few hours.
Included in the back are 6 national advantages for each nation. You can roll or choose them. Some are duds, some are ok, some are really great. These are optional, but we almost always use them when we play.
I think this game plays great with 2 or 5 and well with 3-4.
2 players allow you to manage one whole side, and 5 players lets each player take 1 nation. 3-4 players just require doubling up on some of the nations.
Plays 2-5
See Axis & Allies Revised Edition here.
Axis and Allies : Europe
As might be expected, this game sets the scene in Europe. The map includes the East US, parts of Africa, and a good bit of Russia. Germany is the only Axis Power, and boy, do they look powerful. Tiger Tanks are all over, the infantry are just piled up in groups waiting to attack, and their subs dominate the Atlantic. There are Convoy Boxes next to some sea zones. These represent shipments coming in to the allies. The allies will get the value from the convoys if they still own them. But if Germany was the last one to enter those spaces, then that allied cash flow is stopped, but Germany doesn’t get the money from it. The Allies can take these back by moving a ship through them, and perhaps fighting any units there.
- It includes 2 new units – destroyers and artillery. Destroyers are a good buy for half the price of battleships. Artillery fit in between the infantry and the tank. It attacks/defends on a 2, and allows 1 infantry to also attack on a 2.
- There is no weapons development process or building new Industrial complexes.
- Fighters can escort bombers on strategic bombing raids, and enemy fighters can “dogfight” with them.
- Russia can take control of allied units left in its land and control them.
- There is a small struggle for the Mediterranean, and the Middle East.
- The Atlantic is dominated by German subs, until the power of America comes into play. Then it’s just a losing battle for the Germans on that side. But the main battle occurs on the border between Russia and Germany.
There are lots of big battles on that front. You have to win quickly as the Germans in this game, or else you lose.
Plays 2-4
See Axis & Allies: Europe here.
Axis and Allies: Pacific
This version concentrates on the Pacific side of struggle. The map zooms in on that corner, and it includes a lot of islands, and parts of India and China. Pacific takes place right before Pearl Harbor. And as a nice twist, on the first turn, all Allied forces defend on 1’s. That includes Battleships and Fighters. Everything except China (which only has infantry, so it doesn’t make that much of a difference) is unprepared for the Japanese assaults. So Japan tries to cause as much havoc on its first turn as it can. Japan has a ton of troops, so its first turn takes a long time. So many different things you can do. Transport here, attack there, bomb this, sink that…
Japan is trying to get Victory points to win. They are trying to get 22 VPs before the Allies take Japan. Each 10 IPCs they get at the end of their turn is 1 VP. They can also win by taking and holding a capital city (India, New South Wales or the US). The United States are a formidable opponent. With its 75 IPCs per turn, it can field a large fleet quickly.
Similar to Europe, Pacific also incorporates Convoy Routes, and Dogfighting while strategic bombing. US Marines are worth 4, and attack on a 2 when they participate in an amphibious assault. China produces a few units per turn. UK has 2 bases – one in India, and another in Australia. They will try to hold off the might of Japan until the US can intervene. The game also includes things like kamikazes, island bases (let aircraft fly farther) and sea ports (let sea units move farther).
The game retains the main feel of Axis and Allies, but adds a whole new dimension to it. This is a must buy for A+A fans.
Plays 2-3
Check out Axis & Allies: Pacific here.
Axis and Allies: D-Day
D-Day incorporates cards into the game.
D-Day concentrates on 1 day and 1 small section of coast in World War II. The great D-Day landings. This game includes a lot of interesting features.
- Germany gets blockhouses which fire on the landing zones.
- There is no buying of troops – your troops come in a set order.
- Only the Allies get an Air Force. Bombers pick a zone, and roll a single time for hits. Fighters patrol a zone, and then for each unit that leaves or enters, they get to attack it.
- There are stacking limits per zone, and each battle in a zone goes through only 1 round of combat.
- There is a set of Order Cards which determine the order of play, and what happens when. These work quite nicely. You just flip the card, and then it tells you what to do next. Basically it is just showing you the phases. After a few games, or a few rounds, you probably won’t need them anymore.
Advanced players can include Fortune and Tactics cards. With fortune cards you roll a die, and then if it’s a 1 or a 6, something good or bad happens (depending on your viewpoint). This roll happens before every order card. Tactics cards come after each order card, and the player mentioned on the card gets to decide when to use it. They can use it when it comes up, or decide to wait.
The Allies’ goal is to control 2 out of 3 of the Cities on the map. The Germans are trying to prevent this from happening. At the end of the game, usually there won’t be a lot of units on the map. Everyone has been wiped out. Because of the static setup, and the set reinforcements, this game holds a lot less replay ability than any of the other Axis and Allies series. D-Day changes almost everything about the main game, retaining only the figures and the stats for the land units. As the Allies, you are struggling getting off the beaches, and the Axis are trying to stem the flood, as the dodge bombs and strafing attacks. This is a fun game, but it doesn’t follow the original rules much at all.
Plays 2-3
Check Out Axis & Allies: D-Day here
Axis and Allies: Battle of the Bulge
And they incorporate hexes! That’s right, but it’s not your usual hex and counter war game. It’s a simple war game, dressed up as Axis and Allies.
Bulge is a mix of D-Day and a war game. Battle of the Bulge has no unit building, only set reinforcements. It has hexes, zone of control, supply tokens, roads and cities.
Each turn you activate supply tokens to activate the hexes and then you can move. Trucks are included which can move your units as far as you want on the roads. They help bring in your reinforcements faster.
The Zone of Control rules used in this game are simply if you move into a hex adjacent to an enemy unit, then you must stop. You never enter an enemy hex either. Like all standard war games, you move adjacent to them, and battle.
The game includes “front-line” markers which show you how far the bulge has progressed. You use these instead of control tokens, to determine how many cities the Axis has taken. It’s nice to watch the bulge grow, or shrink, depending on who you are.
The game doesn’t include the standard 6-sided dice. Now you get 12 12-sided dice. Each unit has an attack value, which indicates how many dice you roll for it. Rolls of 6 less counts as a hit. You pull out the unit strips (kept under the board) to the number of boxes which show the amount of the defending troops. Your hits are placed on the strips in order, counting down. If there is a “1″, put it in the first box, any “2s” go in the 2nd box, and continuing on, you distribute all the dice. If there are more than 6 defending units, you simply re roll your hits, and then place them in the boxes, wrapping around if need be. For every 1 die in a unit box, 1 unit of that type retreats. For every 2 dice in that unit box, 1 unit of that type is destroyed. Note that the defender doesn’t retaliate back. At least not yet. The initiative switches from player to player during the ground combat phase. Each player pays a supply token to attack 1 hex. They resolve it, and then other player can attack 1 hex. This continues until all units that you wanted to attack with have done so.
Battle of the Bulge is a very different system. It is now a simple war game, with Axis and Allies pieces, and some of the basic rules. But it is a completely new game. As the setup and reinforcements never change from game to game, it can feel a little “scripted”, more so than the standard Axis and Allies. Another fun game, and different enough to warrant another purchase.
Plays 2-2
Check out Axis & Allies: Battle of the Bulge here.
Axis and Allies: Guadalcanal
Each of the 3 “closeup” battles (D-Day, Bulge, Guadalcanal) change the game, give it a new twist and surprise us with its ingenuity. Guadalcanal doesn’t disappoint.
Players move simultaneously – Each unit type at time, player 1, then player 2. The 1st player switches every round. The 2nd player can choose to move out and not combat if they want, so they have a bit of power. But they must react to what the 1st player does as well.
Combat is divided into Air, Sea and Land Attack Phases. Each unit can participate in different phases. For instance, Air Units participate in all 3 phases, Artillery in the Sea and Land phases, Infantry in just the Land phase. Each unit has a different attack value or number of dice rolled for that combat phase.
For instance, Bombers have:
- Air Attack: 1
- Sea Attack: 2
- Land Attack: 2
There is a “battle box” where you put all the attacking dice in and roll. Each die is randomly assigned a “target”. If it is a 1 or a 2, then that unit is destroyed. In the final round you get to buy units. Each unit has a different cost, the costs being from about 1/4 to 1/2 the cost of them in the original game. Each island you own gives you 5 reinforcement points which are used to get more units. So there isn’t that static reinforcement chart from D-Day or Bulge.
The game includes Cruisers and Airfields as well. Airfields are built using supply tokens which have to be transported to the island, and are worth 1 VP each turn they are held. And that leads to the end game.
The first person to have 15 Victory Points wins. You can also get a VP for destroying a capital ship (Aircraft carrier or Battleship) of your opponents.
Plays 2-2
Check out Axis & Allies: Guadalcanal here.
Collectors 50th Anniversary Edition
This is the world edition, but it is for the real fans only. I haven’t played it yet, so I’m just going to list some new additions the game has.
- A new turn order
- Includes Italy, a new nation and China as a ‘minor’ power
- Two different setup scenario options (2 different years)
- More victory cities
- National Objectives
- Bigger, Redrawn map with more territories, (3-piece board)
- Different Strategic Bombing routine
- New Cruiser Unit, along with new costs for some sea units
- More technologies
Plays 2-6 players
Check out the Axis & Allies Anniversary Edition here.
Best Dang Games Comment:
At the time of this blog post (4/30/2009), the Axis & Allies series is undergoing a reprint under a new name – Axis & Allies 1942. We are expecting this game to be available summer 2009 – but that is merely an estimate. Because of this, many of the different games in this series are going out of print. Please contact us directly if you are interested in one of these games so we can check current availability for you.
Also, regarding the Anniversary Edition, this game is out of print. There is a rumor that it will be an annual release – around the holiday season. Last year, there were two printings of it. During the holiday season, this game was our runnaway best selling game.
Which game of the system do you like the best? Join the conversation and let us know which ones and why.