Learn how to play the original Axis and Allies Europe better. Follow along in my new series. https://www.youtube.com/watch?v=PSyrIwF7tX4
The intro video and the German strategy video are posted.
Learn how to play the original Axis and Allies Europe better. Follow along in my new series. https://www.youtube.com/watch?v=PSyrIwF7tX4
The intro video and the German strategy video are posted.
Hey everyone! Here are some photos of my G40 custom job. I built this to be relatable to all players and only added features to subtly enhance playability. Dress right dress and standardization were the order of the day.
List of features:
Check out my YouTube customization series for more info:
https://www.youtube.com/watch?v=VhtS9kBOK7s&t=859s



@kwaspek104 @gamerman01 @VictoryFirst @DoManMacgee @Ragnell804 @Martin @elche
This is a new thread for the 2025 Classic tournament. I believe everything has been sorted out. What @Martin started last year has expanded with additional talent. You are all exceptionally talented and friendly players imo.
If there is any dispute let me or gamerman know and we will help get it resolved.
We’re playing
Classic, 2nd Edition with
Restricted Attack,
Can build in enemy occupied sea zone,
No Neutrals, and
tech turned on at Russia turn 4 to the end.
Sides are by agreement or bid as outlined by Gamerman.
Please report game results here.
If this tournament works out well (I feel strongly it will), I’ll open it up by advertising on Facebook and YouTube next year and give the G40 league a run for its money. Best of luck to you all. Have fun. Be cool.
Let’s push some plastic.
This will act as a “one stop shop” for anyone interested in my work regarding digital downloads of AnA boards:
Classic (Milton Bradley): http://www.mediafire.com/view/x2tq68bqzf9svnv/Axis Allies Board.jpg
Europe (1999): http://www.mediafire.com/file/kmjn20usjj693ec/Europe1999.png/file
Pacific (2000): http://www.mediafire.com/file/322b1gupqmgnhm4/Pacific2000.png/file
Revised: http://www.mediafire.com/file/h3p3rbk0hq9xeiu/Revised.png/file
Guadalcanal: https://www.mediafire.com/file/3g7hongk3pk1ft6/Guadalcanal+Board+Final.png/file
Xeno Games 3rd Edition: https://www.mediafire.com/file/7i8mgxaom0d9oqw/Xeno+The+World+at+War+3rd+Edition+Board.png/file
Xeno Games 4th Edition (same map structure just published with different colors): https://www.mediafire.com/file/v26nobwcpm246rw/WaW4th.png/file
Fortress America (1986): https://www.mediafire.com/file/f4ku5mf8oxyszxa/FA.png/file
https://www.youtube.com/watch?v=fnA3xAM_CjM
Punchline: TripleA is the most efficient online platform on which to play Axis and Allies. This allows players to play more games with the added benefit of playing a variety of opponents. More games against different opponents means a far more diverse range of experience which makes the AnA player more lethal in all his future games…including those played face to face.
@gamerman01 @Ragnell804 @dawgoneit @Martin and myself are all in for 2026 tournament
@VictoryFirst @leemorrison @elche have yet to report in.
We’re playing
Classic, 2nd Edition with
Restricted Attack,
Can build in enemy occupied sea zone,
No Neutrals, and
tech turned on at Russia turn 4 to the end.
Sides are by agreement or bid as outlined by @gamerman01.
I’d like to start after Valentine’s Day weekend if that is cool with @gamerman01. This will give me time to advertise on YouTube and Facebook. If you know anyone who wants to play please link them to this thread and have them post that they’d like to play. I will link this thread on Facebook and on my YT announcement video.
Have fun. Be cool.
Let’s push some plastic.
Tournament spreadsheet HERE:
Link for tournament spreadsheet
Optional Rules for balance
Experienced players sometimes find that it’s too easy for the Entente to win. If the Entente is winning too often, use some or all of the following changes:
The Russian Revolution rule is no longer considered optional.
USA starts with zero IPCs and is at war on the beginning of USA turn 5 (unless attacked first).
The invasion of neutral territories that did not start the game aligned is not permitted [Exception: Persia].
Dardanelles Rule: Though movement into SZ 20 is allowed, passage through SZ 20 is not unless you or a power from your side controls Constantinople. Amphibious assaults against Ankara and Mesopotamia is no longer permitted unless the attack originated from SZ 21 or if you or a power from your side controls Constantinople.
The boarder between SZ 17 and SZ 18 now exists from the boot heel of Naples to the Greece/Albania boarder.
Make the following setup adjustment for Italy. Rome and Piedmont should each have three infantry (not six) and two artillery.
*If the above changes are made and its still too easy for the Entente to win, agree (or bid) on the removal of an amount of Russian ARTILLERY from their at start setup (as of 03/08/2024, I recommend the removal of 6-8 Russian artillery - yes, the game appears to be THAT imbalanced).
A review of two older ‘third party’ variants for Axis and Allies that deserve more respect than they get: https://www.youtube.com/watch?v=lsm4is72-sc
@Central-Powers-boss With all love and respect for folks who actually play the game, I feel strongly that if your opponent’s lost as the Entente and you guys were playing an out of box game, then they were extraordinarily unlucky or extraordinarily inexperienced or both.
I could be wrong, but I’ve played over 150 games of 1914 in the last three years against at least 15 different opponents and not only never lost as the Entente but never came close to losing. That doesn’t mean there isn’t something we all missed and of course I extend an open invitation to play as many games as you like that one or both of us might be better players for it.
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 3 armour and 9 infantry; Remaining resources: 0 PUs;
Combat Move - Japanese
1 infantry moved from Sinkiang to Novosibirsk
3 fighters moved from India to Novosibirsk
2 bombers moved from India to Karelia S.S.R.
2 infantry moved from Australia to South Australia Sea Zone
2 infantry and 1 transport moved from South Australia Sea Zone to South East Madagascar Sea Zone
2 infantry moved from South East Madagascar Sea Zone to Madagascar
Japanese take Madagascar from British
1 transport moved from North Australia Sea Zone to New Zealand Sea Zone
1 infantry moved from New Zealand to New Zealand Sea Zone
1 infantry and 1 transport moved from New Zealand Sea Zone to Solomon Islands Sea Zone
1 infantry moved from Solomon Islands Sea Zone to Solomon Islands
Japanese take Solomon Islands from Americans
Combat - Japanese
Strategic bombing raid in Karelia S.S.R.
Bombing raid in Karelia S.S.R. rolls: 5,4 and costs: 9 PUs.
Bombing raid costs 9 PUs
Battle in Novosibirsk
Japanese attack with 3 fighters and 1 infantry
Russians defend with 1 infantry
Japanese roll dice for 3 fighters and 1 infantry in Novosibirsk, round 2 : 1/4 hits, 1.67 expected hits
Russians roll dice for 1 infantry in Novosibirsk, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Novosibirsk
Japanese win, taking Novosibirsk from Russians with 3 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Japanese
1 battleship moved from South Australia Sea Zone to South East Madagascar Sea Zone
1 battleship, 1 carrier and 2 fighters moved from North Australia Sea Zone to East Compass Sea Zone
9 infantry moved from French Indo China to India
1 infantry moved from China to Sinkiang
2 transports moved from French Indo China Sea Zone to Japan Sea Zone
8 infantry moved from Japan to Japan Sea Zone
1 infantry moved from Manchuria to Soviet Far East
3 infantry moved from Manchuria to China
3 fighters moved from Novosibirsk to India
2 bombers moved from Karelia S.S.R. to India
2 infantry and 1 transport moved from Japan Sea Zone to French Indo China Sea Zone
2 infantry moved from French Indo China Sea Zone to French Indo China
6 infantry moved from Japan Sea Zone to Manchuria
1 fighter moved from Japan to China
1 armour moved from India to China
Place Units - Japanese
3 armour placed in India
9 infantry placed in Japan
Turn Complete - Japanese
Japanese collect 41 PUs; end with 41 PUs
Combat Hit Differential Summary :
Japanese regular : -0.67
Russians regular : -0.33
Game History
Round: 7
Purchase Units - Germans
Germans buy 11 infantry; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Germany to East Europe
Germans take East Europe from Russians
Combat - Germans
Non Combat Move - Germans
7 armour moved from West Europe to Germany
5 infantry moved from South Europe to West Europe
1 infantry moved from South Europe to East Europe
24 infantry moved from Germany to East Europe
Place Units - Germans
11 infantry placed in Germany
Turn Complete - Germans
Germans collect 25 PUs; end with 25 PUs
G7.tsvg Allies: +6.51
@Ragnell804 the dice are now perfectly balanced. Its a ZERO on dice.
wow
Game History
Round: 11
Purchase Units - Germans
Germans buy 10 infantry; Remaining resources: 2 PUs;
Combat Move - Germans
2 infantry moved from East Europe to Ukraine S.S.R.
1 fighter moved from East Europe to Ukraine S.S.R.
1 fighter moved from Germany to Ukraine S.S.R.
Combat - Germans
Battle in Ukraine S.S.R.
Germans attack with 2 fighters and 2 infantry
Americans defend with 1 infantry
Germans roll dice for 2 fighters and 2 infantry in Ukraine S.S.R., round 2 : 1/4 hits, 1.33 expected hits
Americans roll dice for 1 infantry in Ukraine S.S.R., round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Americans lost in Ukraine S.S.R.
Germans win, taking Ukraine S.S.R. from Americans with 2 fighters and 2 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Non Combat Move - Germans
2 fighters moved from Ukraine S.S.R. to Germany
1 infantry moved from South Europe to East Europe
10 infantry moved from Germany to West Europe
3 fighters moved from West Europe to Germany
6 armour moved from West Europe to Germany
9 infantry moved from Germany to East Europe
1 infantry moved from Germany to East Europe
Place Units - Germans
1 infantry placed in South Europe
9 infantry placed in Germany
Turn Complete - Germans
Germans collect 28 PUs; end with 30 PUs
Combat Hit Differential Summary :
Americans regular : -0.33
Germans regular : -0.33
Game History
Round: 16
Purchase Units - Germans
Germans buy 9 infantry; Remaining resources: 1 PUs;
Combat Move - Germans
1 infantry moved from Karelia S.S.R. to Caucasus
Germans take Caucasus from Russians
1 infantry moved from Karelia S.S.R. to East Europe
Germans take East Europe from British
Combat - Germans
Non Combat Move - Germans
1 infantry moved from Karelia S.S.R. to Ukraine S.S.R.
1 aaGun moved from Karelia S.S.R. to East Europe
7 armour moved from Karelia S.S.R. to Germany
2 infantry moved from South Europe to East Europe
3 fighters moved from Karelia S.S.R. to Germany
15 infantry moved from Karelia S.S.R. to East Europe
15 infantry moved from Germany to East Europe
7 infantry moved from Germany to East Europe
1 infantry moved from Germany to East Europe
Place Units - Germans
9 infantry placed in Germany
Turn Complete - Germans
Germans collect 34 PUs; end with 35 PUs
G16.tsvg Axis: +5.96
Game History
Round: 6
Purchase Units - Japanese
Japanese buy 1 fighter and 10 infantry; Remaining resources: 2 PUs;
Combat Move - Japanese
1 armour, 2 fighters and 5 infantry moved from India to Persia
1 infantry moved from Caroline Islands to Caroline Islands Sea Zone
1 infantry and 1 transport moved from Caroline Islands Sea Zone to New Guinea Sea Zone
1 infantry moved from New Guinea to New Guinea Sea Zone
2 infantry and 1 transport moved from New Guinea Sea Zone to North Australia Sea Zone
2 infantry moved from North Australia Sea Zone to Australia
1 transport moved from New Zealand Sea Zone to South Australia Sea Zone
1 submarine moved from Solomon Islands Sea Zone to South Australia Sea Zone
1 transport moved from New Guinea Sea Zone to South Australia Sea Zone
1 battleship moved from Borneo Sea Zone to North Australia Sea Zone
2 fighters moved from French Indo China Sea Zone to South Australia Sea Zone
2 bombers moved from India to South Australia Sea Zone
1 battleship moved from North Australia Sea Zone to South Australia Sea Zone
1 battleship moved from French Indo China Sea Zone to North Australia Sea Zone
Combat - Japanese
Battle in Australia
Japanese attack with 2 infantry
Americans defend with 1 infantry
Japanese roll dice for 1 battleship in Australia, round 2 : 0/1 hits, 0.67 expected hits
Japanese roll dice for 2 infantry in Australia, round 2 : 0/2 hits, 0.33 expected hits
British roll dice for 1 infantry in Australia, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 2 infantry in Australia, round 3 : 2/2 hits, 0.33 expected hits
British roll dice for 1 infantry in Australia, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Americans lost in Australia
Japanese win, taking Australia from British with 2 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Turning on Edit Mode
EDIT: Removing units owned by Americans from South Australia Sea Zone: 1 battleship and 1 transport
EDIT: Removing units owned by Americans from South Australia Sea Zone: 1 carrier and 2 fighters
EDIT: Removing units owned by Japanese from South Australia Sea Zone: 1 submarine and 1 transport
EDIT: Turning off Edit Mode
Battle in South Australia Sea Zone
Japanese attack with 1 battleship, 2 bombers, 2 fighters and 1 transport
Battle in Persia
Japanese attack with 1 armour, 2 fighters and 5 infantry
Americans defend with 1 armour and 4 infantry
Japanese roll dice for 1 armour, 2 fighters and 5 infantry in Persia, round 2 : 3/8 hits, 2.33 expected hits
British roll dice for 1 armour and 4 infantry in Persia, round 2 : 1/5 hits, 1.67 expected hits
1 infantry owned by the Japanese lost in Persia
3 infantry owned by the Americans lost in Persia
2 fighters owned by the Japanese retreated
4 infantry owned by the Japanese and 1 armour owned by the Japanese retreated to India
British winJapanese win with 1 battleship, 2 bombers, 2 fighters and 1 transport remaining with 1 armour and 1 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 1 infantry
Casualties for Americans: 3 infantry
Non Combat Move - Japanese
2 fighters moved from Persia to India
2 infantry moved from French Indo China to India
1 infantry moved from China to Sinkiang
1 infantry moved from Sinkiang to India
5 infantry moved from China to French Indo China
1 fighter moved from Manchuria to India
1 carrier moved from French Indo China Sea Zone to North Australia Sea Zone
2 fighters moved from South Australia Sea Zone to North Australia Sea Zone
2 bombers moved from South Australia Sea Zone to India
4 infantry moved from Japan to Japan Sea Zone
4 infantry and 2 transports moved from Japan Sea Zone to French Indo China Sea Zone
4 infantry moved from French Indo China Sea Zone to French Indo China
1 transport moved from French Indo China Sea Zone to Japan Sea Zone
2 infantry moved from Japan to Japan Sea Zone
2 infantry moved from Japan Sea Zone to Manchuria
1 infantry moved from Manchuria to China
1 infantry moved from Hawaiian Islands to Hawaii Sea Zone
1 infantry and 1 transport moved from Hawaii Sea Zone to Japan Sea Zone
1 infantry moved from Japan to Japan Sea Zone
2 infantry moved from Japan Sea Zone to Manchuria
Place Units - Japanese
3 infantry placed in India
1 fighter and 7 infantry placed in Japan
Turn Complete - Japanese
Japanese collect 40 PUs; end with 42 PUs
Combat Hit Differential Summary :
Japanese regular : 1.33
British regular : -1.33
J6.tsvg Allies: +3.18
@Darkpriorace and now I will ask you before rolling for the battleship and bombers (per the classic rules)…where do you want this hit assigned?
@Darkpriorace im going to assign the hit to the transport because nothing else makes sense
here are the fighters:
[dice 2d6]