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'Axis and Allies' Tactics

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'Axis and Allies' Tactics - 12/21/2007 6:15:22 PM   


Posts: 1411
Joined: 6/27/2007
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I made an adaptation of the popular board game and am releasing with patch 1.1. Below is the scenario description and screen shot of the map.


'Axis and Allies' Tactics

Overview. This scenario is an adaptation of the original Axis and Allies board game. Significant changes to the normal Advanced Tactics rules and settings have been made to capture the spirit of this great game.

Units. The scenario uses only rifle, machineguns, bazookas, trucks, light tanks, artillery, fighters, dive bombers, level bombers, destroyers, cruisers, carriers, cargo ships and submarines. There is no staff and units use no supply. The movement of infantry and tracked vehicles has been increased slightly. Ships move at triple speed. The carrying capacity of trucks and carriers has also been adjusted.

Research. Players can ‘buy’ an attempt a research ‘roll’ with an action card (cost of 5 pp). Each attempt has a 1 in 6 chance of being successful. After the research rolls are purchased, players execute the rolls with another action card. If there is are any successful rolls, the research awarded is randomly assigned from the un-researched areas. Note that if a player buys rolls and they forgets to roll, the pp are returned for the next turn. Also note that rolls cannot be purchased after the rolls for the turn are executed. Research areas included:

- Rockets. Powerful, long range artillery that is eliminated after use.
- Jets. Higher HP, higher defense power fighters
- Heavy Bombers. Higher attack power, higher number of attacks for dive bombers and level bombers.
- Long Range Aircraft. Aircraft have 60% higher range.
- Super Subs. Higher attack and defense power.
- Industrial Efficiency – Purchased units cost 1 pp less.

Production. City based production is turned off (unless a player is controlled by the AI). Instead, a city has a certain VP level. At the start of a turn, players get 1 pp for each vp they control. Players can use these pp to produce units through action cards. A play can purchase:

- Infantry (cost 3 pp). Contains 20 rifle, 2 mg, 2 bazooka
- Artillery (cost 4 pp). Contains 10 rifle, 1 artillery, 1 truck
- Armor (cost 5 pp). Contains 10 rifle, 2 light tank
- Flak (cost 5 pp). Contains 10 rifle, 4 flak
- Fighter (cost 12 pp). Contains 8 fighter, 4 dive bomber
- Bomber (cost 15 pp). Contains 3 fighter, 6 level bomber, 6 dive bomber
- Submarine (cost 8 pp). Contains 4 subs
- Transport (cost 8 pp). Contains 2 DD, 2 cargo ships
- Battleship (cost 24 pp). Contains 1 BB, 2 CG, 4 DD
- Carrier (cost 18 pp). Contains 2 VC, 1 DD.

Note that transports have the capacity to carry 2 infantry or 1 armor unit. A carrier can carry 1 fighter wing. Also note that there is no cost for unit or HQ counters (and since there is no staff and no supply, there is no need for HQ).

Unit Arrival. At the start of a turn, the Soviet, German, and US play must designate which of 2 unlimited arrival hexes to send units two (e.g., Moscow, Leningrad, Germany, SE Europe, Eastern US, Western US). The UK and Japan automatically have there unlimited arrival hexes designated (the British and Japanese islands respectively). A side can send as many units as desired to an ‘unlimited arrival’ hex. Action cards will also switch the hex for the Soviets, Germans, and the US.

Purchasing Factories. The owner of S. Africa, India, Australia, Burma, Kwantung, and Manchuria may spend 15 pp to buy a factory. If a factory is purchased, the hex now becomes a limited arrival hex. A player can send as many units as the vp of the hex (e.g., 3 to India). The player must designate the ‘limited arrival’ hex before each unit is sent. The previously selected ‘unlimited arrival’ hex becomes the default arrival hex after each unit is sent.

Map. The map loops. All terrain and rivers are purely decorative and have no impact on movement or combat. All locations have production capability equal to their vp, but this production capability is reserved for an AI regime. Map is also set with no fog of war.

Occupying Neutrals. A player may occupy any neutral territory by playing an action card (cost 3 pp). Neutral territories have no vp or production values.

War of Convenience. Regimes on a side (e.g., Soviets, UK, US) may use an action card to declare a ‘War of Convenience.” This prevents allies from blocking. The ‘phony’ war ends at the end of a turn.

Winning. The Allies win if Japan and Germany are occupied. The actual winner on the Allied side is the player with the highest vp above the starting level. The Axis wins if it collectively controls 84 vp. The actual winner on the Axis side is the regime with the highest vp above the starting level.


- Soviets cannot attack on first turn
- Germans start with jets, Japan starts with super subs researched.

Attachment (1)

< Message edited by tweber -- 12/21/2007 6:17:54 PM >
Post #: 1
RE: 'Axis and Allies' Tactics - 12/29/2007 12:18:42 AM   

Posts: 1616
Joined: 9/21/2007
From: Melbourne, Australia
Status: offline
As a great fan of your scenario's only one small oversight.
You left off my city!
Its only Australia's 2nd largest.
Please move Adelaide back where it belongs, about 5 hexes west.
(edit: apologies referring to your world at war scenario not A&A Tactics)

< Message edited by Agent S -- 12/29/2007 1:49:33 AM >

(in reply to tweber)
Post #: 2
RE: 'Axis and Allies' Tactics - 12/29/2007 5:06:11 PM   


Posts: 366
Joined: 10/7/2003
Status: offline
greetings, looks as a awesome scenario, can't wait to play it, thanks for your scenarios, Tom, and thanks Erik Rutins for his support and made early available the scenario and indeed thanks to Vic for make the game,

have the better available holydays, i will start playing tonight,

best regards,



There is no plan of battle that survives the contact with the enemy.

(in reply to Magpius)
Post #: 3
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