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Axis and allies computer game tips
Axis and allies computer game tips












They can also be moved into Kiangsu and Manchuria.Ĭhinese units cannot be loaded onto transports.

axis and allies computer game tips

player's turn.Ĭhinese units have a limited range of occupation, displayed by the colored border. The IPC values printed on the Chinese territories indicate the number of IPCs an Axis player will receive when taking control of the territory while China gets one new infantry unit per turn for every two Chinese territories that are not under Axis control during the Purchase Units phase of the U.S.

axis and allies computer game tips

turn but Chinese unit combat and movement are done separately from the U.S. player takes China's turn at the same time as the U.S. London, Calcutta, Sydney, Hong Kong and Ottawa Washington, San Francisco, Honolulu and Manila National production/research charts should be also next to the game board.Įach player gets the victory city tokens and IPC's that correspond to the powers. The battle board should be placed next to the game board and the dice next to the battle board. The Axis players sit in the southern edge of the map, the Allies near the top (north) of the board. Take the national setup chart, markers and pieces that belong to your power Player 3: Soviet Union, United Kingdom, United States.Player 2: Soviet Union, United Kingdom, United States.Combat ForcesĪntiaircraft guns and industrial complexes are light gray. There are 18 victory cities on the map, based on their historical importance (industrial, strategic, other) in 1942.Įach city has a corresponding token which is exchanged when the territory is lost or won. To move sea units through a canal, your side must control it at the start of your turn. They connect two seas or ocean's but don't block land units. There are two canals: the Panama Canal and the Suez Canal.

axis and allies computer game tips

Air units can land on them and land-based troops can disembark on islands.

axis and allies computer game tips

This is a territory located inside one sea zone. Note: The presence of enemy submarines and/or transports don't make a sea zone hostile. Sea zones are friendly or hostile (with enemy surface warships). A few territories like Gibraltar have no IPC. Each turn you can move the controller with this value. Most territories have an income (IPC = industrial production certificates) ranging from 1 tot 12. They are impassable, so you can not attack them or even move into or over them. Each territory is in one of the 3 conditions:Ī territory with a control marker owned by you or a friendly power.Ī territory with a control marker owned by an enemy powerĪ territory that has no IPC value or national control symbol and that is not controlled by any power.














Axis and allies computer game tips