Does anyone have tournament rules for 1942 2nd edition or revised?


  • I was looking to schedule a tournament for my local AandA group. Do any of you have rules for either of those that could be played quickly in a tournament setting?
    I would appreciate it if someone has links to rules for either of those games I can use. I have never played in a tournament, so I don’t know how they work. I assume it is timed, and has some other things to make gameplay faster. Thanks!


  • @Panzerboy0191

    The Smorey Swamp, online home for GenCon A&A tournament master Greg Smorey, has official GenCon A&A tournament rules for the following Axis & Allies games: Milton Bradley (or Classic); Anniversary; 1942, Second Ed; Global 1940, Second Ed; 1914; and Zombies.

    You can find your way to his site, but I’ll point you to his rules and tournament rules page as well.

    I hope you find what you’re looking for there.

    -Midnight_Reaper


  • Thank you. That is actually exactly what I wanted.


  • Panzer,

    Here are the tournament rules used at WBC:

    4.5 Hours Time Limit (usually about 5-6 Turns) Bid of 3-6 to the Allies (yes the allies).

    Tournament Rules:
    For games using the Revised Edition, the rule set that will be used for this tournament is the Larry Harris Tournament Rules (v 2.0). No Appendix 3: Optional Rules (National Advantages) will be used. Larry Harris Tournament Rules (LHTR) can be downloaded at http://www.axisandallies.org/LHTR.

    Adjudication System:
    The determination of who wins a game will be based upon the control of Victory Territories (VTs). The Victory City method of determining a winner will NOT be used. Each side controls 12 Victory Territories at the beginning of the game. The Victory Territories are listed below.

    AXIS POWERS

    GERMANY
    Germany
    Western Europe
    Southern Europe
    Eastern Europe
    Ukraine SSR
    Norway

    JAPAN
    Japan
    Manchuria
    French Indochina
    Philippine Islands
    East Indies
    Borneo

    ALLIED POWERS

    USSR
    Russia
    Caucasus
    Archangel
    Novosibirsk

    UK
    United Kingdom
    India
    Anglo-Egypt
    Australia

    USA
    Eastern US
    Western US
    Hawaiian Islands
    Sinkiang

    If a player holds 18 (or more) VTs for a full round of game play (from the end of a country’s turn to the beginning of that same country’s next turn.), then that player automatically wins.

    In the event of a VT tie at the end of the game, whichever side increased its IPC total is the winner. If the game is still tied after reviewing the IPC totals, then the GM will make a determination of the winner based upon the game situation at the time the game ended.

    If a player chooses to concede before the game has reached the 18 VT automatic win threshold or the game time limit (4.5 hrs), a default score of 19 VTs and +30 IPCs will be awarded to the winner.

    Bidding for Sides:
    If the players cannot agree upon which side they will play, then they will bid to play the preferred side.

    Players roll one die and the higher roll starts the bidding. The player who won the roll (Player #1) starts with an IPC amount that he is willing to give to the other player for the privilege to play the desired side. The other player (Player #2) then decides if the bid is an acceptable amount to receive for playing the undesired side. Player #2 can either accept the amount bid by Player #1 or Player #2 can counter with an IPC amount higher than that of Player #1. Bidding continues until one player decides to accept the amount of IPCs offered by the other player.

    Example:
    Player #1 rolls a 5, Player #2 rolls a 3. Player #1 starts the bidding (The player who wins the privilege to start the bidding can choose to defer the first bid to the other player.). Player #1 puts forth a bid of “Allies (+4)".

    What this means is that Player #1 wants to play the Axis and is willing to give Player #2 four IPCs to play the Allies. Player #2 must either accept the bid amount to play the Allies or counter with a bid greater than the one offered by Player #1.

    Player #2 decides to counter with a bid of “Allies (+5)". Now it is up to Player #1 to decide if he will accept five IPCs to be the Allies or counter with a higher bid.

    Player #1 changes his mind about wanting to play the Axis and decides to accept the offer of five IPCs to play the Allies.

    The player who accepts the offered IPCs receives that amount from the bank. These IPCs can be split among the countries of the accepted side in any manner that the player chooses. The IPCs can be used to purchases units that are immediately placed upon the board and/or the IPCs can be saved for use during that country’s turn later in the game. Units can only be placed into territories or sea zones that that country controls. A controlled sea zone is one that has units of that country in it. There is no limit to the amount of units that can be added to one territory or sea zone.


  • Thank you for that also. I should be able to have a good tournament with these two sets. I like the idea of a weekend long tournament, and that would also allow a lot more playing time. Timing the rounds will be handy and it will help us do a lot more in a day(or two).


  • @Panzerboy0191 said in Does anyone have tournament rules for 1942 2nd edition or revised?:

    Thank you for that also. I should be able to have a good tournament with these two sets. I like the idea of a weekend long tournament, and that would also allow a lot more playing time. Timing the rounds will be handy and it will help us do a lot more in a day(or two).

    My group loves the WBC rules.

    Play with a bid of 4 to the allies which is usually:
    Inf in Cau save 1
    Art in Cau
    Inf in India save 1.

    These rules allow you to save IPCs unlike others.

    We play for six rounds instead of the time limit so we can go and have lunch etc after 3 rounds. Also cause we don’t get to play often it allows us to think whereas all the WBC guys would be playing more often.

    P.S. The Allies require the bid due to the time limit factor, you can go back over WBC reports and see that the bid of 3-5 to allies is consistent and fair.


  • @Panzerboy0191 Unfortunately, the WBC no longer supports Axis and Allies (or many wargames these days), mostly due to the shift in nature of that tournament away from wargames and towards more traditional “Euro-games” (think Power Grid, Settlers of Catan, etc.).

    However, Greg Smorey hosts A&A events at Origins and Gen Con every year, if you’re in the neighborhood. See @Midnight_Reaper 's post for more details.

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