Thank you for watching our how-to-play video for Axis and Allies 1942 2nd Edition! We hope you enjoyed it. After watching, what questions do you have about this great game?
Thanks for the great video! Yesterday we played a game where GER took Moscow. GER got all ipc’s from Russia. Next turn Russia took Moscow back, and lost it again the next turn to GER. Will GER get another time all the ipc’s from Russia? We didn’t do it because it was way to overpowered for GER. Game was almost done by then. Played this version a couple of times and never seen a game where the allies won. Don’t they need a better buff to make it more balanced? Have a nice day!
@@dorusstrootman9366 - Thanks for watching! I am glad you found it helpful. In the scenario you laid out, yes, the Germans would get the Russians money twice. Though, lots of folks play a house rule similar to what you did for the exact same reason. As for the issue of balance, again you are correct. The 1942.2 version of A&A slightly favors the Axis. There is a popular modification that is used in tournaments called the GenCon Larry Harris 3.0 setup. Use the setup on the cards in the box, but make these changes: Move the UK Cruiser from SZ 14 to 13. Add a Destroyer to SZ 7. Add 2 Infantry to India (total of 5). Remove a Sun from the Baltic. Move the German bomber from Germany and place it in the Ukraine. In need to double check this, but that should be all of the changes. This will bring the game closer to balanced. I hope this helps. Thanks again for watching!
I played the original version, back in the 80's with my neighborhood friends. We were obsessed by the game so much that we had maps and meetings between game sessions to discuss strats.. it was great! Thank you for bringing me back to the A&A world! :D
@@dynad00d15 - Thanks for watching! This really is a great game. If you enjoyed this video, you might like this one as well. ua-cam.com/video/7kVessTrJnk/v-deo.html A buddy of mine (actually Shannon from the video you just watched) and I walk through every version of the game over its 40 year history... and have a few beers. It is a lot of fun. Thanks again for watching! I hope you get a chance to subscribe.
Hits delivered by Infantry units can be assigned to any land or air unit. However, each unit only fires once per round of combat. So, for a single Infantry unit to take down a tank and a fighter would require at least two rounds of combat (and some favorable rolls). I hope that answers your question. :)
Wow! I’ve been playing Axis and Allies for over 30 years and was in the video and I STILL learned things I didn’t know! This is the go to video to learn to play Axis and Allies!
This is by far the best, most complete and best explained A&A video. All my doubts were cleared up. Really thank you very much for this video so complete and super well explained.
I think that the chip with the highest value (Green or Red) should be placed on top, followed by the others (Gray) in descending order, which should preferably only be gray and up to four, so that the height of the stack represents a corresponding quantity. That means it is better a stack by 1 Red and 4 Gray chips than a stack by 1 Red, 1 Green and 1 Gray chip.
I appreciate that, and it probably makes more sense, but after 20 years working in casino table games, that would run directly against my DNA. 🤣🤣🤣 I hope stronger people than me can use this suggestion. 😀 Thanks for watching!
I am certainly fall into that category. So, I know how you feel. That is one of the reasons we made this video. Thanks for watching! If you have more questions, head over to the channel for detailed videos on different topic in the game.
Thank you Gary, Shannon & Mr Jones ( Pwns). Your game analysis was so informative & entertaining. I love the way you showed how things worked + a few things that have changed.. I really appreciate the information... "Now I must destroy you"
This really is a good video. Everything is well explained and keeps the viewer interested. I feel you are saying the same thing the manual does in a lot of instances (I read the entire thing), but phrasing it better. The pacing is really good and including multiple scenarios is extremely helpful to answer questions that pop up while watching; It really covers a lot of extra ground. No disrespect to Larry from me. There's only so much you can teach through words and pictures in a manual verses a video. Especially, if you are a visual learner. Thank you!
Got another one for you, apologies if you already touched base on this. Say you are an attacker with only one unit, and the defense has only one unit. Attacker gets a hit, and the resulting casualty also gets a hit. Does the territory remain in the defense's possession, only unoccupied?
A few elementary school friends I used to play the board game with as a kid picked up online and my memory didn't retain as much as I thought it would. XD Very thorough - thank you! Ready for some nostalgia and creating more memories with the game!
Outstanding! So glad we could help bring you and your friends back to this great game. If you have other questions along the way, check out our rules videos series on Sea and Air Units. Here is link to our complete how-to-play videos: ua-cam.com/play/PLMu2lpi84ZagR1pZkUS60it_K6NyR94Px.html If you still have questions, feel free to come back and drop them in the comments. We do our best to answer all of them as quickly we can. Thanks for watching and good hunting!
Very well made video. I was surprised when I saw your subscriber count. After seeing the video I was under the impression that you had thousands of subs! Very good quality video. I subbed and look forward to more.
Wow! Thanks! We are working on it. Getting more folks (like you) with excellent taste to join us! Thanks for watching and subscribing! More is on the way!
Great! Glad it helped! Let me know if you have any questions or you can check out channel for a pile of videos that break down each unit with even more examples. Thanks for watching and good luck! I hope you have a moment to subscribe to the channel! :)
@@BoardGameNation at the sea battle your dice showed in the 58th minute of the video you Said Japanese fighters got one hit. But your dice showed 1 &3 both hits and USA can't retract its damaged battleship because it deserved to get its second hit
Outstanding! Nicely done. I played my first Axis and Allies game back in 86 and bought the game right after that. I just bought the second edition used on Ebay for 40 Euros, and can not wait till it gets here. As with the others, trying to find someone to play with will be a challenge. Maybe with Skype or Zoom I can find some people to play with. As long as they have the same board game. Keep up the good work.
Thanks for watching! We are glad you enjoyed it. I am guessing you are in Germany. You might be able to connect with players in your area if you look at Axisandallies.org. They have folks from all over the world that love the game and are looking for players. Thanks again for watching and subscribing! Good luck finding players!
Axis & Allies, one of my all time favorite games. I always played with a house rule that a territory which has a new industrial complex built in it would gain one additional IPC for the national income each round to reflect that it creates more jobs and more income for that territory. It also make building those more valuable and not just a place to allow pieces to be populated at. Hence Manchuria would go from 3 to 4 IPC value when a new industrial complex is built there, etc.
Whoa! Now that's a lot to take in. Just bought the game but I want to iron out all the rules before we dive in. Thanks for the video. Like every new game, it all feels like an info dump until things start to fall into place, more lights get turned on. Getting there though.
You are doing great! Thanks for watching! Think of this video as a companion to the rulebook. The chapter guide can also be a big help. We also have a playlist of videos explaining the different unit types and how they work with even more examples. If you are still stuck on something, come back and drop your question here. We do our best to answer as many as we can. Thanks for watching! Have fun!
Thanks for watching! We are so glad you enjoyed it. If you share what city you live in, we might be able to put you together with some other A&A players. You can also try the forums on axisandallies.org. They have folks there from all over the world. There also a number of Discord channels that have meet up groups. Have you tried Axis and Allies Online? It is available through Steam. That is based very closely on 1942 2nd edition. I hope this helps! Thanks again for watching and we hope you get a chance to subscribe to the channel.
@@BoardGameNation I did try axis and allies online but I'm not a fan of boardgames taking a month because you each have to wait on the other person to take their turn. I get that it's a great platform for many people, I just mentally can't play that way.
Everyone plays differently. However, I had had luck getting friends to play who live across the country using the online platform. We set a time and play a full game together. We are usually on the phone or connected through Zoom. It has worked out pretty well and has been a lot of fun.
@@BoardGameNation I got the original in '84 for Christmas and believe my brother and I only stopped playing in order to eat and sleep! My favorite version is G40 2nd. Edition due to the complexity and expanse of the map. I've been working on 1914 for awhile with house rules and customizations which make for a more interesting experience. If interested, check out my channel. Thanks and I subbed earlier!
Great vid, I have mostly played Classic or the first Europe, so this was a good way to get up to speed with the current mainline edition. Also, I think we have the same metal chopsticks (9:52)
In the artillery special ability, it states that it can add the attack value of a infantry soldier? Say that I have 5 infantry soldiers and one artillery, will the artillery influence all those soldiers or will I have to get a artillery for each soldier to get the bonus? Great video though! Keep up the good work!
Thanks for the question! The artillery bonus is given to infantry units at a 1:1 ratio. So, in your example, 4 of the infantry would attack at a '1'. The 5th infantry and the artillery would both attack at a '2'. I hope that helps. Thanks for watching!
Amazing video. Thank you so much for the help, you guys deserve more. The only question I have is this: what happens when an industrial complex is damaged by strategic bombing and then when the owner of that industrial complex decides to repair it, can they deploy the max amount of troops to the complex on the same turn? Or must they wait until the next turn. Thank you again and great video.
That's for watching and subscribing! We are going to do a deep dive into Bomber and Strategic Bombing Raids in part 2 of the series, but to answer your question... repairs to complex are effect immediately. If a player pays to repair all the damage from raids during their purchase units phase, they would be able to mobilize the maximum number of units at the end of their turn. Thanks again for watching! Let me know if you have any more questions!
There are lots of house rules in this area, but the out of the box rules do include strategic bombing by bombers that damage industrial complexes. Thanks for watching!
Thanks for watching! I hope you'll consider subscribing to the channel. Good luck against Artemiy! Let me know if you have any questions along the way.
Hi, I've never played any version of Axis and Allies before so I could be very wrong, but at 57:54 when America is attacking Japan at sea Japan's two fighters are rolling for their defence, and while they are both placed in the four defence zone, when a 1 and a 3 are rolled only the 1 is counted as a hit and the 3 is counted as a miss. Am I missing something here, or was there a mistake?
If the territory can only produce the IPC number of units then no territory in the game can build a battleship. How does that work? Also it leaves a lot of IPC in the bank which seems strange.
Each individual unit counts towards territory's max, not by the unit's IPC value, but each unit. So, if the Russians were feeling crazy, they could build two Battleships in Karelia (IPC Production Vlaue of 2). Hope that helps clear it up for you. Thanks for watching!
I have a 1stEd ver of Axis&Allies. @10min in, this 2ndEd looks like it plays a good bit diff. AA guns, DDs, CAs. Oh my! IIRC (been awhile) cargo ships had no defense, but, could 'take hits. Bombers could be used tactically or strategically, but, got cumbersome to keep separate if intended use some for strategically.
The classic Axis and Allies is a lot of fun, but you are right. There are loads of differences. You named several and there are many others. Have fun! Thanks for watching!
You're welcome to play the game however you like, but the official rules in 1942 Second Edition limit production in all industrial complexes to one unit per IPC production of the territory the complex is in. I hope this helps! Thanks for watching!
I am glad you found it helpful! Most of the rules are the same in 1940 Global, but there are some additional rules that add to the overall game. I am working a video now that will walk people with this exact question through the differences between the two games. Watch for more!
Good video and explanation. Thank you. However, I have a question about the transport in resolving combat. What is the rationale for dictating that the transport cannot be taken as a casualty until all other units are eliminated? I find this to be totally problematic and illogical. I'm able to choose the order of casualties for all other combat scenarios. This significantly weakens a tactical use (and expense management) of the transport. This seems even worse considering they have removed its defense capability. In the original version of the game, transports were allowed a defensive role of a one. Thanks for any clarification.
Certainly a fair question. I believe the rationale is this: the primary purpose of combat sea units it to protect transports and the troops on them, not the other way around. With that thinking, it makes sense that transports would be selected as the last possible combat casualty. I hope that helps. Thanks for watching!
Quick question, if I take over an enemies sea zone that they have an industrial complex, does my presence prevent them from placing new boats in that sea zone?
Good question! No. Players can place sea units in a hostile sea zone. If a player starts the combat move phase with enemy units in the same sea zone with their units, they can attack them or move away. I hope that helps. Thanks for watching!
@BoardGameNation What a weird response.. Did you not know dive bombers existed or that people used a steep dive to evade and only think of any dive maneuver as a kamikaze attack? There were 3 ways to do Cas (close air support) strafing with guns, traditional bombing, and dive bombing. The later of which they did not ram themselves into random things, but instead dove down to aim and drop their payloads. It's not hard to use your imagination while playing and pretend that's what your light aircraft (fighters) are doing against ground/naval targets. It's not an agreement thing as that's just flavor text you're imagining.
Very nice video, i am watching it for the second time. Only one doubt: why it is supposed to be the one who gets a damage during an attack to choose what unit gets the damage? For me it's more logical that the attacker warn what unit he/she is targeting and, in relation with the result of the die, the targeted unit is destroyed or not (obviously with the rules of the casualty zone for the defenders). Thanks in case of a reply.
Thanks for watching... again! I think of this in terms of combat formations. The most valuable units are rarely on the front lines of a battle. Typically, armies/navies have to battle through the lower ranked/less valuable assets to get to the important targets. I hope this helps!
Question please Help, wild discussion at 2 am in Germany :D (sorry for my Bad written Engl ... I Hope you Guys get the question) When i raid one of the Capital citys (Berlin, Tokyo, Washington...) In the rulebook ist written that i get all "unspent" IPC from the enemy. What does that mean exactly? is the unspent income the ipcs you collect at the end of your turn in Phase 6? (For example in that Case Germany gets 60 IPC when he collects His income at the end of His turn [1]- do I (as Brit) get These 60 IPC when i get into His Capital Berlin in my Turn [6]) Can someone refere to a paper or Video where it is told without doubts left or explain it so good that it clear Even the Video above dont doesnt says it for Sure.... Thank you Ladys and gentleman for your time and troubles :) :*
Friends! Thanks for watching! If you take an enemy Capitol city, you immediately get all the IPCs they have at that time, meaning everything they collected at the end of their last turn. So, in your example, the UK takes Germany and they collected 60 IPCs at the end of the German turn, the Germas go to 0 IPCs and the UK now adds 60 IPCs to whatever they had. I hope this helps! Good luck!
the way i play combat is the number on the chart equals the number of dice you use to attack or defend.if the attack gets a higher total number than the defender the defender dies,if the defender gets a higher number it is blocked.Then they switch back and forth until one person wins or retreats.
I'm a little confused. Do you roll dice equal to the attack or defense value? Three dice for an attacking fighter, two for a defending infantry. Highest total wins? Thanks for watching!
@@BoardGameNation yes just like that when the infantry is defending they roll two dice,when attacking they roll one. Thank you for taking time out of your day to respond to my comment.I really enjoy your great videos,have a good day.
@@BoardGameNation yes although i have only played 1941 and only a few games at that.My 1940 Europe has arrived to day so i will try out the official combat rules next time i play.
This is a great video and I enjoy watching it. I do have one question. Can ships go through turkey even if it is neutral? I know in 1941 they can't but I don't know in 1942. This was because I saw this happen in how to use the transport for amphibious assault. Thanks.
Great question! Thanks for asking! In the out of the box rules, the waterway passing through Turkey is open. You can move units through it just like moving through any waterway. The rulebook does offer an optional rule that closes the passage. Players need to agree which way to go, but the default rule is open. Thanks for watching! Please consider subscribing for more on this game and others.
If you mean the 1984/6 Classic, there are loads of differences. The DNA of the game is the same, but there are different kinds of units, different win conditions, a more interesting map, better unit sculptures, and more balanced game play. If you still remember how to play the 1984/6 version, I suggest going to the description of the video and looking at the Chapter Guide for anything you aren't familiar with. That should get you caught up fairly quickly. Thanks for watching!
I am sorry, my english is not very good. In minute 17:30, you said: you “can” or “you cant” lend ipcs to another player? Thank you, your videos are great
GERONIMO at 1:19:55 you mention that Germany goes down by 14 IPCs, while in fact their production only decreases by Moscow's IPCs. The other 6 IPCs that the USSR gained came from liberated countries held by the British
Wow! You are first to find the GERONIMO Easter Egg AND the first person to find an error in any of our videos! Congrats! You rock! You are correct. The Scenario #4 Example starts with the UK controlling Caucasus and Novosibirsk. So, when they liberate Moscow the Germans would have only lost the 8 IPC from Moscow not from the Allied controlled territories. Honestly, I am bit shocked that I got that wrong, that I never caught it, and that now one else ever pointed it out! I will add a correction to the pinned comment. If you send me a mailing address, I will send you the BGN gift for finding the Easter Egg. (Gary***@board***game**nation.**com ... take out the *) Thanks again for watching and the eagle eye correction!
@@BoardGameNation Wow thanks. Honestly it sounds very likely that so far no mistakes have been found. Your videos very clearly explain the rules (super useful since I'm playing the game for the first time tomorrow). Especially the examples are illuminating with regards to situations where many different rules come into play simultaneously. While viewing this vid I noticed that the total number of IPCs cannot change (what the sum of loss and gain must be 0). Thus I was surprised to see that rule was 'broken' in the example. Thank you for the thourough explanation and examples! Amazing work.
I appreciate the support. Good luck with your game! Check out our strategy videos for beginners. I hope you will send your info so that I can send you that gift! :)
That's an interesting question. I'm not sure how terrain pieces would be incorporated in an A&A game. The movement of various units are set. Still, some areas are impassable because of the topography. Thanks for watching!
Thanks for watching! Negative. Any land units that are offloaded by transports into combat can never retreat. Land units that come by land can retreat to other land territories, but they can't retreat to transports. I hope this helps. Let me know if you have any other questions. Thanks again for watching. I hope you'll consider subscribing to the channel!
Thanks for watching! I double checked and the video is correct. The tank has to retreat to a territory that at least one of the attacking units came from (not necessarily where it came from). A number of the units attacked from Anhwei. So, the retreating tank has the option to retreat to Yunnan OR Anhwei. In this example, the tank elected to retreat to Anhwei. Let me know if you have any questions. Thanks again for watching! I hope you get a chance to subscribe!
@@BoardGameNation Thanks for clarifying that! I always assumed that a unit has to retreat ALWAYS to its original position it comes from. I am subscribing!
Thanks for watching! It is funny that you should ask this today. I am working on a short series explaining sea combat in Axis and Allies! It should be ready in about a week or so. Make sure to subscribe to catch that. Let's to try to briefly answer your question. In Step 2 of General Combat attacking and defending subs must choose to either Submerge or Surprise Attack (attacker chooses first). If they choose to Submerge, the sub is removed from the battle board and placed back on the map in the same sea zone the combat was taking place. It is no longer part of the combat in any way. If the player chooses to Surprise Attack, they roll one six sided die per sub and score a hit on roll of 1 or 2. Any enemy ships destroyed by these hits do not get fire during the Attackers Fire or Defenders Fire phase of combat as appropriate. Note that a friendly Destroyer that is present at the begin of a round of combat cancels the enemy's subs ability to Submerge or conduct a Surprise Attack. I hope that makes sense. Let me know if you have specific questions. I am happy to help.
@@BoardGameNation Many thanks! I am already subscribed, I will watch your video about sea combats. I just will get "Axis anSd allies 1942 2nd edition" on my birthday, which is the 22nd of December and I want to know all rules to play with friends.
I don't actually know. I think I only played first edition once and it was more than a decade ago. The second edition of the game is considered widely superior. If you want to know more, you can check our 40th Anniversary video. We walked through every version of the game. Thanks for watching!
@@BoardGameNation I have always played that when the attacker peice gets hit you can still have a chance to fire back but then I realized here that you don’t do that
I think you might be confused. In this game, the only defenders that do not fire back are those destroyed by a submarine's sneak attack. Otherwise, all defending units fire back.
@@BoardGameNation yah IK but me and my friends always played attackers fire and then defenders can fire with the units that got hit and then they would remove hit units and then attackers would fire with the units including the ones that got hit then you remove the hit and so on so forth until someone won
I think I see where you are having trouble. Attackers only fire once per round. Attacking units that are selected as casualties don't move to a "casualty zone". Once they are selected as a hit, they are removed from play. Remember, all the battles and all the combat is happening simultaneously. The attackers roll first just as a mechanic of the game, but both sides are firing at the same time. I hope that helps. :)
Great question! Correct. If there are no attackers at the end of a round of combat, the defender retains control of the territory. In your example, most people would call it a draw, but in that case the defender keep the territory. Thanks for watching! Let me know if you have any more questions. I hope you'll consider subscribing to the channel!
Happy to help! Your English writing skills are very good. We just finished a video series explaining sea combat. You might find that helpful as well. We are working on a video series about air units now. Let me know if you have any other questions. Have you subscribed to channel?
@@BoardGameNation Yes, I already subscribed to your channel. Also I want to say that the interview with Larry Harris was a great achievement to your channel!
Thank you! Larry Harris was really nice man and it was a thrill to meet and talk with. I loved learning about his journey. We are working on setup another interview soon! Thanks for subscribing!
Hi Gary. Are you saying that when defending subs perform a surprise strike they only hit on a roll of one just like there normal attack? The rules don't actually clarify that.
That's correct. When defending, Subs will score a hit on the roll of 1 (whether it's a surprise attack or a regular defensive roll). Thanks for watching!
Thank you so much Board Game Nation for making these videos as I have always struggled to explain the rules to newcomers. I do have a question which came up during a game the other night involving the Danish Straits. My buddy was playing Germany and I was playing the U.K and I moved my navy pass the straits to sink his starting navy there. He said I could not pass the straits because traditionally in WW2, the allies did struggle with crossing the straits. I quickly checked the rulebook to see that there was no mention of these straits, only about the suez and panama canals. Would my friend be correct in this situation? Can the allies pass the straits even if Germany controls both denmark and norway? Thank you again for these wonderful tutorial videos!
Thank you for your very kind words. Our goal was to help make this great game more accessible to players around the world. It so nice to hear from people that find the video and use it in the way we intended. As for you question, in 1942 Second Edition all units can pass between Northeastern Europe and Norway without any issue. In larger, more complex versions of the game, the rules can more accurately reflect the history of the war. So, in Europe 1940, you will find a rule that restricts the Allied forces ability to attack in the Baltic. I hope this helps! Let me know if you have any other questions. Thanks for watching!
I have a question. If for example Moscow is captured, but for whatever reason Russia has units and attacks and holds a Japanese territory, does Russia still get to claim it? I understand Russia does not get or spend income while conquered, but can they still claim territory and remove IPCs from Japan and gain the IPCs when(if) they take Moscow back?
Good question! I have always liked the shield/family crest insignias. I wanted something that gave the feel of a "nation" but also featured icons from a variety of different types of tabletop games. It was not until I shared it with others that I even noticed the similarities. While they are purely coincidental, I don't mind having a logo that is compared to a billion dollar franchise! Thanks for the question!
If one air unit attacks a territory with two AA Guns, the defender rolls one die. Here is video we made on that topic: ua-cam.com/video/hw1kiiqS0Vc/v-deo.html Hope this helps! Thanks for watching!
Can you move units from a newly captured territory into another enemy territory to conduct combat? For example, if I capture West Russia from Germany on the Soviet Union's turn can I then use those units to push forward into Belorussia? Or do I have to select which units will attack where prior to battle and only use the selected units?
That is a good question. Thanks for asking. Land units will either make one combat OR one non-combat per turn. They can't do both. So, if you send a land unit to attack W. Russia, it is going to end it's turn there. Air units can also only do one combat per turn, but they have to us non-combat moves to find a place to land. I hope this helps! Let me know if you have further questions! Thanks again for watching and subscribing!
@@markwaugh7119 You bet. Reading my answer again, I should have said "Unless the land units are destroyed in the combat or they retreat...", but I think you got the idea. :)
In Huntington Indiana we have a place called collector's box a guy i went to school started it it is a video game comic book store that is also a board game Hangout I moved to Evansville 5 years ago and I still can't find a place like that anybody know of any in the tri-state area?
This is the #1 question we get. I am working on a solution. Make sure you are subscribed. We have some big announcements coming soon! Thanks for watching!
Question: What is the difference between these 2 games? Axis and allies :The world is at war 370 pieces (2009) and the Second Edition 410 pieces. Thanks
This is a great question and honestly, I wasn't sure. I looked over the rules for Spring 1942 "The World at War" and couldn't find any particular differences in the rules from 1942 2nd Edition. The biggest and most obvious difference is the board itself. The map is very different, especially in Asia. Plus, it includes the IPC production chart as part of the board. If anyone has any specific differences they are aware of, please jump in! You can find the rules for most versions of Axis and Allies at www.axisandallies.org/resources-downloads/ Thanks for watching!
After watching this video, I have taken it upon myself to write a formal complaint at Hasbro Customer Service website in hopes they fix the rulebook error, IPC count for UK and Germany, and the Sahara not being gray. I’m not sure if it’ll work but it’d be cool if I got a response back!
I got a response back from Hasbro. They have forwarded my complaint to one of their management teams, while reassuring that consumer care is their top priority. Almost impossible that anything will get resolved, but the fact I was heard is a positive.
Submarines submarines cannot be seen by anything but destroyers but when they're placed on the board everybody sees them shouldn't they be kept off the board unless a destroyer moves into an area where they are and then placed on the board people should not be able to see them if there isn't a destroyer in their area that's one of my house rules
If that works for you and your friends, cool. Here is some additional information about the rules for subs and destroyers. ua-cam.com/video/OlHyGZrHQZs/v-deo.html Thanks for watching!
Let's say you control both Germany and France and want to do an amphibious assault on England. You have a tank in Germany and a transport off the coast of France in the English Channel. During the combat move phase, can you move the tank from Germany to France, load it onto the transport and offload it to England for an amphibious assault?
I'm afraid not. Land units can not move and load on the same turn. Loading and/or unloading is the entire movement of a land unit. Hope this helps! Thanks for your question and for watching!
Most of the rules are the same, but there are minor some differences and a completely different map. Let us know if you have any questions. Thanks for watching!
In 1942 Online, transports work nothing like described here. Constant struggle to use them for amphibious and just non-combat transport. Hopefully the board game is fun and maybe someday I'll try it but I'm giving up on the on-line version. The game is supposed to be a fight again enemy nations, not the UI.
Thanks for watching! The rules in Axis and Allies Online are nearly identical to A&A 1942.2. The only difference is that in the Online game land troops can't ride on friend transports. Otherwise, it is the same. I agree that UI needs help. The folks at Beamdog have heard the concerns about the transport UI. They are in the final stages of the beta testing of big upgrade that should make significant improvements to that issue in particular. I'm looking forward to seeing what they have done. Thanks again for watching!
the one thing i don't see in any channel, is keeping stats. compiling W L scores, on and on depending on the game......i would like to partner with someone to flush out ideas of how to track since MOST game to crappppppppppppy tracking (online versions)
Interesting. What kind of tracking are you thinking of? Beamdog has released some game data on their website about game balance. Sorry that I can't find the link for right this minute, but they have done some data sharing about win percentages for each side. Is this what you are looking for?
@@BoardGameNation thx man love your videos me and my dad play axis and allies im 12 so its hard to play with all rules ive actually never finished a game
You are very kind. It take a little time to get the hang of. I suggest getting the game out, setting it up, and then playing along with this video: ua-cam.com/video/uBMCB0AUciI/v-deo.html You can follow along with the purchases, moves, and then roll for combat. I have seen a number of folks do this and send in there thoughts about our strategy. It has been a lot of fun. In the end, you will sort out all the rules in time. Focus more on having fun with it. Come back with any questions you have along the way. 🙂
New sub. :) Your videos look good! Here are a few tips that might get you more viewers: Add a profile picture that suits your channel. Add thumbnails can encourage more people to click on your videos. Look at the names of the videos of this type on other channels you like and follow their lead. Most of all... keep having fun with it! Maybe one day you can start making videos for Board Game Nation!
Thanks for watching! This video is intended to be a how to play for 1942 Second Edition. Mechanized Infantry made its debut in Axis & Allies Pacific 1940 and is also included in Europe version. If you are looking for an overview of the rules for this unit, here is a nice article about it. axisandallies.fandom.com/wiki/Mechanized_Infantry Thanks again for watching!
Scenario: I’ve got three transports each with two infantry. I have no escorts, my opponent moves two cruisers and a bomber into the sea zone during their combat phase. Do my transports instantly die?
I wouldn't say "instantly." Your opponent would actually have to attack the sea zone. They can't take out your transports on the way to something else. Plus, any unit attacking wouldn't be able to attack anywhere else. In short, the act of entering the zone doesn't destroy your unaccompanied transports. The sea zone they are in would have to come under attack. That would destroy them. I hope that helps. Thanks for watching!
They would have to end their combat move in the sea zone to attack it. The key is that they can't hit the transports and then go on to hit something else in the same turn. Also, a single bomber would be able to do the job. There is no need for all the units you mentioned to swarm the poor transports. Though, if the cruisers and air power are coming as some kind amphibious assault, killing the transports counts as combat. So, the cruisers or battleships in that sea zone would be involved in the combat and wouldn't be able to do any offshore bombardments. Happy to help!
Does anyone know how to contact Beamdog? I enjoy the online version, and would like to see them add things like fighters landing on allied carriers. I would definitely love to see them add other variations, like the anniversary edition. This would be the single best thing Beamdog could do in my opinion, lol. I'm guessing more legal issues than developer issues? Is there a possibility we could see a digital A&A anniversary edition and more updates?
I would love that as well. Not long after 1942 Online came out, I did an interview with Beamdog CEO, Trent Oster. We talked about his vision for the software, including what might be next. ua-cam.com/video/ttyPXqPDe_U/v-deo.html It is worth mentioning that Beamdog has been sold since this interview and they aren't returning my recent emails. 🤷♂️ Thanks for watching!
@@BoardGameNation Oh no! I didn't see that it was sold when I first saw your comment. This is sad, and seems like the new owners only care about Mythforce... 😢
Please divide the Attack and the Defence-Value for Ground and Air-Battle. Each Unit have than 4 Combat-Values. This make the Game better. And change 6-sided Dice to10-Side-Dice. This make the Game more better. Because more Options possible for different Unit-Types. ;) A Limit of Ground Units by 10 plus Air-Units of 5 per Territory and 5 Ships and max 4 Air on Sea-Territory make the Geography more tactical. Try self and have good Fun. Greeting. :)
Should Axis and Allies be played with a 10 sided die with 0 being 0 instead of 10? Therefore rolling a 0 or 1 is always a hit with any unit. Infantry could be 1 (or less) on attack and 2 (or less) on defense. This increases their attack value from 16.6% to 20% and decreases defense from 33.3% to 30% with a 10 sided die. AA Guns and Industrial Complexes would be 1 giving them a 20% chance of hitting a plane. Bombers industrial bomb from 0 to 9 IPC's so they bomb for more IPC's, but the chances of being hit are also greater. This will give the attacker better chances and lead to more action in the game. Two infantry would have an advantage against one defending instead of even odds with a 6 sided die. The rest of the units can be adjusted for a 10 sided die. Artillery is 2-2. Tanks are 4-4. Fighters are 4-6. Battleships are 6-6. Perhaps mobilized infantry can be added to the game for 5 IPC's and move 2 territories like tanks and attack and defend at a 3 or less which gives them a 40% chance of hitting. Accompanying artillery also raises their attack value by 1 to a 4, and they can be transported like a regular infantry. That is, 2 mobilized infantry can be taken on one transport or one mobilized infantry with any other land unit. All other rules and purchase price stays the same. It would make it make it more interesting if there was mobile infantry that could move two spaces and and have a pretty good attack and defense value. It doesn't change the game that much but it will help increase the odds of attacking land units which is the most important aspect of Axis and Allies and will encourage more attacking instead of a large troop buildup because defense is easier to play than offense.
Thank you for watching our how-to-play video for Axis and Allies 1942 2nd Edition! We hope you enjoyed it.
After watching, what questions do you have about this great game?
Thanks for the great video! Yesterday we played a game where GER took Moscow. GER got all ipc’s from Russia. Next turn Russia took Moscow back, and lost it again the next turn to GER. Will GER get another time all the ipc’s from Russia?
We didn’t do it because it was way to overpowered for GER. Game was almost done by then.
Played this version a couple of times and never seen a game where the allies won. Don’t they need a better buff to make it more balanced?
Have a nice day!
@@dorusstrootman9366 - Thanks for watching! I am glad you found it helpful.
In the scenario you laid out, yes, the Germans would get the Russians money twice. Though, lots of folks play a house rule similar to what you did for the exact same reason.
As for the issue of balance, again you are correct. The 1942.2 version of A&A slightly favors the Axis. There is a popular modification that is used in tournaments called the GenCon Larry Harris 3.0 setup.
Use the setup on the cards in the box, but make these changes:
Move the UK Cruiser from SZ 14 to 13.
Add a Destroyer to SZ 7.
Add 2 Infantry to India (total of 5).
Remove a Sun from the Baltic.
Move the German bomber from Germany and place it in the Ukraine.
In need to double check this, but that should be all of the changes. This will bring the game closer to balanced.
I hope this helps. Thanks again for watching!
I played the original version, back in the 80's with my neighborhood friends. We were obsessed by the game so much that we had maps and meetings between game sessions to discuss strats.. it was great! Thank you for bringing me back to the A&A world! :D
@@dynad00d15 - Thanks for watching! This really is a great game.
If you enjoyed this video, you might like this one as well. ua-cam.com/video/7kVessTrJnk/v-deo.html
A buddy of mine (actually Shannon from the video you just watched) and I walk through every version of the game over its 40 year history... and have a few beers. It is a lot of fun.
Thanks again for watching! I hope you get a chance to subscribe.
So if a defending infantry pairs with a artillery then can the infantry hit on a 3?
Playing the game, stopping, then watching and then playing again, such a good tutorial
Awesome! Glad it is helping!
Let's us know if you have any questions!
Thanks for watching! Good hunting!
@@BoardGameNation Will do!
@@BoardGameNation quick qyestion, can a infanrty 1 shot a tank and a plane?
Hits delivered by Infantry units can be assigned to any land or air unit. However, each unit only fires once per round of combat. So, for a single Infantry unit to take down a tank and a fighter would require at least two rounds of combat (and some favorable rolls).
I hope that answers your question. :)
@@BoardGameNation Thanks!
Wow! I’ve been playing Axis and Allies for over 30 years and was in the video and I STILL learned things I didn’t know! This is the go to video to learn to play Axis and Allies!
Thanks for helping with the video and all the support along the way!
Thanks for watching! Glad you like them!
Well done. Very easy to follow. This is such a good reference guide for helping my friends and I get acquainted with the game.
Thanks for the feedback! We appreciate you watching!
This is by far the best, most complete and best explained A&A video. All my doubts were cleared up. Really thank you very much for this video so complete and super well explained.
Thank you! I am glad you found it helpful.
Let me know if you have any questions and I hope you get a chance to subscribe to the channel!
I think that the chip with the highest value (Green or Red) should be placed on top, followed by the others (Gray) in descending order, which should preferably only be gray and up to four, so that the height of the stack represents a corresponding quantity. That means it is better a stack by 1 Red and 4 Gray chips than a stack by 1 Red, 1 Green and 1 Gray chip.
I appreciate that, and it probably makes more sense, but after 20 years working in casino table games, that would run directly against my DNA. 🤣🤣🤣
I hope stronger people than me can use this suggestion. 😀
Thanks for watching!
@@BoardGameNation There is a good post about this on AA forum: " Ways to count chips" with examples and icons. Thank you!
Red+green+gray=9
Red+4×gray=9
They are the same.
19:00
POV: You don't feel like reading the 700 page manual
I am certainly fall into that category. So, I know how you feel. That is one of the reasons we made this video.
Thanks for watching! If you have more questions, head over to the channel for detailed videos on different topic in the game.
Thank you Gary, Shannon & Mr Jones ( Pwns). Your game analysis was so informative & entertaining. I love the way you showed how things worked + a few things that have changed.. I really appreciate the information... "Now I must destroy you"
Hahaha! Bring it!
Thanks for watching!
This really is a good video. Everything is well explained and keeps the viewer interested. I feel you are saying the same thing the manual does in a lot of instances (I read the entire thing), but phrasing it better. The pacing is really good and including multiple scenarios is extremely helpful to answer questions that pop up while watching; It really covers a lot of extra ground. No disrespect to Larry from me. There's only so much you can teach through words and pictures in a manual verses a video. Especially, if you are a visual learner. Thank you!
Glad you enjoyed it! What other types of videos would you like to see from BGN?
Thanks for watching!
So many intricacies, but this vid has massively improved my understanding. Great work and thank you!
Thanks for watching! Glad it helped. Let us know if you have any questions!
Have fun!
Got another one for you, apologies if you already touched base on this. Say you are an attacker with only one unit, and the defense has only one unit. Attacker gets a hit, and the resulting casualty also gets a hit. Does the territory remain in the defense's possession, only unoccupied?
It's no problem at all.
As the attacker, you must have a land unit at the end of the battle to raise the flag and take ownership.
A few elementary school friends I used to play the board game with as a kid picked up online and my memory didn't retain as much as I thought it would. XD Very thorough - thank you! Ready for some nostalgia and creating more memories with the game!
Outstanding! So glad we could help bring you and your friends back to this great game. If you have other questions along the way, check out our rules videos series on Sea and Air Units. Here is link to our complete how-to-play videos:
ua-cam.com/play/PLMu2lpi84ZagR1pZkUS60it_K6NyR94Px.html
If you still have questions, feel free to come back and drop them in the comments. We do our best to answer all of them as quickly we can.
Thanks for watching and good hunting!
Thank you for this series. Have always loved this game. Love the detail you're putting into explanations.
Awesome! Glad you enjoyed them!
Very well made video. I was surprised when I saw your subscriber count. After seeing the video I was under the impression that you had thousands of subs! Very good quality video. I subbed and look forward to more.
Wow! Thanks! We are working on it. Getting more folks (like you) with excellent taste to join us!
Thanks for watching and subscribing! More is on the way!
Great video. I’ve been having a hard time really understanding the rules, other videos went too fast. This one made it very easy.
Great! Glad it helped! Let me know if you have any questions or you can check out channel for a pile of videos that break down each unit with even more examples.
Thanks for watching and good luck! I hope you have a moment to subscribe to the channel! :)
@@BoardGameNation at the sea battle your dice showed in the 58th minute of the video you Said Japanese fighters got one hit. But your dice showed 1 &3 both hits and USA can't retract its damaged battleship because it deserved to get its second hit
Outstanding! Nicely done. I played my first Axis and Allies game back in 86 and bought the game right after that. I just bought the second edition used on Ebay for 40 Euros, and can not wait till it gets here. As with the others, trying to find someone to play with will be a challenge. Maybe with Skype or Zoom I can find some people to play with. As long as they have the same board game. Keep up the good work.
Thanks for watching! We are glad you enjoyed it.
I am guessing you are in Germany. You might be able to connect with players in your area if you look at Axisandallies.org. They have folks from all over the world that love the game and are looking for players.
Thanks again for watching and subscribing! Good luck finding players!
@@BoardGameNation Thanks for the tip. Will check out the website.
Axis & Allies, one of my all time favorite games. I always played with a house rule that a territory which has a new industrial complex built in it would gain one additional IPC for the national income each round to reflect that it creates more jobs and more income for that territory. It also make building those more valuable and not just a place to allow pieces to be populated at. Hence Manchuria would go from 3 to 4 IPC value when a new industrial complex is built there, etc.
Interesting option! I like it. Thanks for sharing and for watching!
Thank you thank you, I have read the book about 3 to 5 times and could not really understand much but this videos cleared things up a lot.👍
Awesome! Thanks for watching!
Glad it helped! Let us know if you have any questions along the way!
Nailed it! This vid will forever be epic!
Thanks! We appreciate all the support along the way. We can't wait to see what Board Game Hackers has in store!
Another great video. So glad I found this channel!
Me too! Thanks for watching!
Fantastic tutorial, very well done. Thank you so much 👍🏻
You're very welcome! Thanks for watching!
Whoa! Now that's a lot to take in. Just bought the game but I want to iron out all the rules before we dive in. Thanks for the video.
Like every new game, it all feels like an info dump until things start to fall into place, more lights get turned on. Getting there though.
You are doing great! Thanks for watching! Think of this video as a companion to the rulebook. The chapter guide can also be a big help. We also have a playlist of videos explaining the different unit types and how they work with even more examples.
If you are still stuck on something, come back and drop your question here. We do our best to answer as many as we can.
Thanks for watching! Have fun!
how in the hell only 155 subs! Awesome video, cheers from Italy guys!
Ciao! Thanks for watching!
@@BoardGameNation
I gave you the 1000th upvote! Congrats to you...... and me 😉
Nice! Thank you for watching and the 👍!
Great stuff. I just started playing the computer game again with my friends.
Great! Thanks for watching!
Where are you playing online?
Phenomenal video. Wish I had more people to play with or could get my wife to try it out. Second edition is what I've got
Thanks for watching! We are so glad you enjoyed it. If you share what city you live in, we might be able to put you together with some other A&A players.
You can also try the forums on axisandallies.org. They have folks there from all over the world. There also a number of Discord channels that have meet up groups.
Have you tried Axis and Allies Online? It is available through Steam. That is based very closely on 1942 2nd edition.
I hope this helps! Thanks again for watching and we hope you get a chance to subscribe to the channel.
if you are interested in computer version, count me in!
@@BoardGameNation I did try axis and allies online but I'm not a fan of boardgames taking a month because you each have to wait on the other person to take their turn. I get that it's a great platform for many people, I just mentally can't play that way.
Everyone plays differently. However, I had had luck getting friends to play who live across the country using the online platform. We set a time and play a full game together. We are usually on the phone or connected through Zoom.
It has worked out pretty well and has been a lot of fun.
Great job! Enjoyed watching and learning about the errors too in the rules. I began this journey with classic Axis and Allies!
So did I! A friend taught me in 1997 and I have been hooked ever since. What is your favorite version?
Thanks for watching and subscribing!
@@BoardGameNation I got the original in '84 for Christmas and believe my brother and I only stopped playing in order to eat and sleep! My favorite version is G40 2nd. Edition due to the complexity and expanse of the map. I've been working on 1914 for awhile with house rules and customizations which make for a more interesting experience. If interested, check out my channel. Thanks and I subbed earlier!
Sorry I missed this comment earlier. Thanks for subscribing! I will definitely take a look at your channel.
Great vid, I have mostly played Classic or the first Europe, so this was a good way to get up to speed with the current mainline edition.
Also, I think we have the same metal chopsticks (9:52)
Haha! They are handy!
Welcome back! Let us know if you have any questions!
NICE video!!! A&A is such a great game and the focus of my channel!
Thanks for watching! I'll make sure to check out your channel!
@@BoardGameNation thanks!!
Actually, I just looked and Board Game Nation is already a proud subscriber. :)
@@BoardGameNation that’s what I thought!! But I wasn’t sure 😬😬 never hurts to insert a shameless plug 🤣
Absolutely! 🤣🤣🤣
Great video, i finally figured out how to play!
Glad I could help! Thanks for watching! Check out our other A&A videos for more!
In the artillery special ability, it states that it can add the attack value of a infantry soldier? Say that I have 5 infantry soldiers and one artillery, will the artillery influence all those soldiers or will I have to get a artillery for each soldier to get the bonus? Great video though! Keep up the good work!
Thanks for the question!
The artillery bonus is given to infantry units at a 1:1 ratio. So, in your example, 4 of the infantry would attack at a '1'. The 5th infantry and the artillery would both attack at a '2'.
I hope that helps. Thanks for watching!
Amazing video. Thank you so much for the help, you guys deserve more. The only question I have is this: what happens when an industrial complex is damaged by strategic bombing and then when the owner of that industrial complex decides to repair it, can they deploy the max amount of troops to the complex on the same turn? Or must they wait until the next turn. Thank you again and great video.
That's for watching and subscribing!
We are going to do a deep dive into Bomber and Strategic Bombing Raids in part 2 of the series, but to answer your question... repairs to complex are effect immediately. If a player pays to repair all the damage from raids during their purchase units phase, they would be able to mobilize the maximum number of units at the end of their turn.
Thanks again for watching! Let me know if you have any more questions!
There are lots of house rules in this area, but the out of the box rules do include strategic bombing by bombers that damage industrial complexes.
Thanks for watching!
57:53 the japanese sould have gotten two hits with the figters
Great catch! Thanks for pointing it out!
Thanks for watching!
45:44 made me laugh so hard and simultaneously feel like a true nerd
Hahaha!
For more from Pon Jones, check out his channel at:
ua-cam.com/users/BoardGameHackers
Thanks for watching!
This was great! Thank you so much!
Thanks for watching!
I am going to play with my friend Artemiy tomorrow (who already posted a comment here).
Thank you for this very informative video!
Thanks for watching! I hope you'll consider subscribing to the channel.
Good luck against Artemiy! Let me know if you have any questions along the way.
Hi, I've never played any version of Axis and Allies before so I could be very wrong, but at 57:54 when America is attacking Japan at sea Japan's two fighters are rolling for their defence, and while they are both placed in the four defence zone, when a 1 and a 3 are rolled only the 1 is counted as a hit and the 3 is counted as a miss. Am I missing something here, or was there a mistake?
Nope. You caught a mistake! Well done!
Thanks for watching!
Thanks so much. Very informative
Glad you found it helpful! Thanks for watching!
55:33 to 55:51 Where's your cruiser in sea zone 53, after the Japanese sub submerged?
Wow! Nice catch! It should have been returned to SZ 53 along with the sub at the end of combat.
Thanks for watching so closely!
Very well explained!
If the territory can only produce the IPC number of units then no territory in the game can build a battleship. How does that work? Also it leaves a lot of IPC in the bank which seems strange.
Each individual unit counts towards territory's max, not by the unit's IPC value, but each unit. So, if the Russians were feeling crazy, they could build two Battleships in Karelia (IPC Production Vlaue of 2).
Hope that helps clear it up for you.
Thanks for watching!
@@BoardGameNation That makes more sense! Thank you for your response.
Great video and very informative!
Thanks for the feedback Michael!
Thanks for watching! If you'd like more of this, consider subscribing.
Cool video, very detailed and helpful to new players...
Thanks for watching and subscribing! Looking forward to more from The Garrison soon!
I have a 1stEd ver of Axis&Allies. @10min in, this 2ndEd looks like it plays a good bit diff. AA guns, DDs, CAs. Oh my! IIRC (been awhile) cargo ships had no defense, but, could 'take hits. Bombers could be used tactically or strategically, but, got cumbersome to keep separate if intended use some for strategically.
The classic Axis and Allies is a lot of fun, but you are right. There are loads of differences. You named several and there are many others.
Have fun! Thanks for watching!
Thanks so much
Thanks for watching!
I believe the industrial complex that you start off with has No output limit.
Only the new ones you buy do.
You're welcome to play the game however you like, but the official rules in 1942 Second Edition limit production in all industrial complexes to one unit per IPC production of the territory the complex is in.
I hope this helps! Thanks for watching!
Thanks that you made this video I really learned very much but I hope that this game has almost the same rules as Axis and Allies 1940 global edition.
I am glad you found it helpful! Most of the rules are the same in 1940 Global, but there are some additional rules that add to the overall game. I am working a video now that will walk people with this exact question through the differences between the two games.
Watch for more!
one question, is the purchase of industrial complex limited by number or not? I mean theoretically could I buy infinite industrial complex?
Almost. You can only place ICs in territories you control that have an IPC value and there are only so many of those.
Thanks for watching!
Good video and explanation. Thank you.
However, I have a question about the transport in resolving combat. What is the rationale for dictating that the transport cannot be taken as a casualty until all other units are eliminated? I find this to be totally problematic and illogical. I'm able to choose the order of casualties for all other combat scenarios. This significantly weakens a tactical use (and expense management) of the transport. This seems even worse considering they have removed its defense capability. In the original version of the game, transports were allowed a defensive role of a one.
Thanks for any clarification.
Certainly a fair question. I believe the rationale is this: the primary purpose of combat sea units it to protect transports and the troops on them, not the other way around. With that thinking, it makes sense that transports would be selected as the last possible combat casualty.
I hope that helps. Thanks for watching!
Amazing guide!
Glad it was helpful! Thanks for watching!
Quick question, if I take over an enemies sea zone that they have an industrial complex, does my presence prevent them from placing new boats in that sea zone?
Good question! No. Players can place sea units in a hostile sea zone. If a player starts the combat move phase with enemy units in the same sea zone with their units, they can attack them or move away.
I hope that helps. Thanks for watching!
Air units do dive maneuvers as well.
Not in the 1942.2 version. Kamikaze attacks are part of the 1940 Pacific game.
Thanks for watching!
@@BoardGameNation You don't need to kamekaze to do a dive bomb. The wonders of the imagination and your bombers/fighters attacking ground units.
@@SaberKittyZero - Well, as long as all the players in the game agree, you can do whatever you feel! Have fun!
@BoardGameNation What a weird response.. Did you not know dive bombers existed or that people used a steep dive to evade and only think of any dive maneuver as a kamikaze attack?
There were 3 ways to do Cas (close air support) strafing with guns, traditional bombing, and dive bombing. The later of which they did not ram themselves into random things, but instead dove down to aim and drop their payloads.
It's not hard to use your imagination while playing and pretend that's what your light aircraft (fighters) are doing against ground/naval targets.
It's not an agreement thing as that's just flavor text you're imagining.
Ah, I see. I thought you were suggesting a kind of house rule.
Very nice video, i am watching it for the second time. Only one doubt: why it is supposed to be the one who gets a damage during an attack to choose what unit gets the damage? For me it's more logical that the attacker warn what unit he/she is targeting and, in relation with the result of the die, the targeted unit is destroyed or not (obviously with the rules of the casualty zone for the defenders). Thanks in case of a reply.
Thanks for watching... again!
I think of this in terms of combat formations. The most valuable units are rarely on the front lines of a battle. Typically, armies/navies have to battle through the lower ranked/less valuable assets to get to the important targets.
I hope this helps!
@@BoardGameNation ok, thanks mister!
Happy to help!
Question please Help, wild discussion at 2 am in Germany :D (sorry for my Bad written Engl ... I Hope you Guys get the question)
When i raid one of the Capital citys (Berlin, Tokyo, Washington...)
In the rulebook ist written that i get all "unspent" IPC from the enemy.
What does that mean exactly?
is the unspent income the ipcs you collect at the end of your turn in Phase 6?
(For example in that Case Germany gets 60 IPC when he collects His income at the end of His turn [1]- do I (as Brit) get These 60 IPC when i get into His Capital Berlin in my Turn [6])
Can someone refere to a paper or Video where it is told without doubts left or explain it so good that it clear
Even the Video above dont doesnt says it for Sure....
Thank you Ladys and gentleman for your time and troubles :) :*
Friends! Thanks for watching!
If you take an enemy Capitol city, you immediately get all the IPCs they have at that time, meaning everything they collected at the end of their last turn. So, in your example, the UK takes Germany and they collected 60 IPCs at the end of the German turn, the Germas go to 0 IPCs and the UK now adds 60 IPCs to whatever they had.
I hope this helps! Good luck!
@@BoardGameNation thank you very much for your quick Response ... ! Legend!
Your Video helped with a Lot of unclear Rules :)
Happy to help! Thanks for watching!
57:54 The fighters score 2 hits according to the graphics. I know its just an example but i thought id point out the graphics mistake.
Good catch! Thank you!
the way i play combat is the number on the chart equals the number of dice you use to attack or defend.if the attack gets a higher total number than the defender the defender dies,if the defender gets a higher number it is blocked.Then they switch back and forth until one person wins or retreats.
I'm a little confused. Do you roll dice equal to the attack or defense value? Three dice for an attacking fighter, two for a defending infantry. Highest total wins?
Thanks for watching!
@@BoardGameNation yes just like that when the infantry is defending they roll two dice,when attacking they roll one.
Thank you for taking time out of your day to respond to my comment.I really enjoy your great videos,have a good day.
That's an interesting modification. Do you feel like it might take a long time in larger battles?
So glad you enjoy them!
@@BoardGameNation yes although i have only played 1941 and only a few games at that.My 1940 Europe has arrived to day so i will try out the official combat rules next time i play.
Very cool. It's a big step up from 1941 to Europe 1942. Have fun!
This is a great video and I enjoy watching it. I do have one question. Can ships go through turkey even if it is neutral? I know in 1941 they can't but I don't know in 1942. This was because I saw this happen in how to use the transport for amphibious assault. Thanks.
Great question! Thanks for asking!
In the out of the box rules, the waterway passing through Turkey is open. You can move units through it just like moving through any waterway.
The rulebook does offer an optional rule that closes the passage. Players need to agree which way to go, but the default rule is open.
Thanks for watching! Please consider subscribing for more on this game and others.
@@BoardGameNation thank you very much.
You're very welcome! Let me know if you have any more questions.
Ok will do
Great!
I have the original Axis and Allies 1942. What is the difference between that and Axis and Allies 1942 Second Edition?
If you mean the 1984/6 Classic, there are loads of differences. The DNA of the game is the same, but there are different kinds of units, different win conditions, a more interesting map, better unit sculptures, and more balanced game play.
If you still remember how to play the 1984/6 version, I suggest going to the description of the video and looking at the Chapter Guide for anything you aren't familiar with. That should get you caught up fairly quickly.
Thanks for watching!
I am sorry, my english is not very good. In minute 17:30, you said: you “can” or “you cant” lend ipcs to another player? Thank you, your videos are great
No problem at all. You can NOT borrow or lend IPCs to or from another player.
Thanks for watching. Let me know if you have any other questions.
GERONIMO at 1:19:55 you mention that Germany goes down by 14 IPCs, while in fact their production only decreases by Moscow's IPCs. The other 6 IPCs that the USSR gained came from liberated countries held by the British
Wow! You are first to find the GERONIMO Easter Egg AND the first person to find an error in any of our videos! Congrats! You rock!
You are correct. The Scenario #4 Example starts with the UK controlling Caucasus and Novosibirsk. So, when they liberate Moscow the Germans would have only lost the 8 IPC from Moscow not from the Allied controlled territories. Honestly, I am bit shocked that I got that wrong, that I never caught it, and that now one else ever pointed it out!
I will add a correction to the pinned comment.
If you send me a mailing address, I will send you the BGN gift for finding the Easter Egg. (Gary***@board***game**nation.**com ... take out the *)
Thanks again for watching and the eagle eye correction!
@@BoardGameNation Wow thanks. Honestly it sounds very likely that so far no mistakes have been found. Your videos very clearly explain the rules (super useful since I'm playing the game for the first time tomorrow). Especially the examples are illuminating with regards to situations where many different rules come into play simultaneously.
While viewing this vid I noticed that the total number of IPCs cannot change (what the sum of loss and gain must be 0). Thus I was surprised to see that rule was 'broken' in the example.
Thank you for the thourough explanation and examples! Amazing work.
I appreciate the support. Good luck with your game! Check out our strategy videos for beginners.
I hope you will send your info so that I can send you that gift! :)
@@BoardGameNation I sent an email about 30 minutes ago (and just resent it, to be safe). My adress starts with bjorn1213
Got it! Thanks! I'll get something out to you next week.
I noticed that A&A boardgames don't use any terrain. Is it because the game is more strategic than tactical?
That's an interesting question. I'm not sure how terrain pieces would be incorporated in an A&A game. The movement of various units are set. Still, some areas are impassable because of the topography.
Thanks for watching!
Awesome vid, quick question, if your land units choose not to press the attack and retreat, can they retreat back onto the adjacent transport?
Thanks for watching!
Negative. Any land units that are offloaded by transports into combat can never retreat. Land units that come by land can retreat to other land territories, but they can't retreat to transports.
I hope this helps. Let me know if you have any other questions.
Thanks again for watching. I hope you'll consider subscribing to the channel!
At 28:35 the US tank retreats to Yunnan, not to Anhwei. Great tutorial video!
Thanks for watching!
I double checked and the video is correct. The tank has to retreat to a territory that at least one of the attacking units came from (not necessarily where it came from). A number of the units attacked from Anhwei. So, the retreating tank has the option to retreat to Yunnan OR Anhwei. In this example, the tank elected to retreat to Anhwei.
Let me know if you have any questions.
Thanks again for watching! I hope you get a chance to subscribe!
@@BoardGameNation Thanks for clarifying that! I always assumed that a unit has to retreat ALWAYS to its original position it comes from. I am subscribing!
No problem. If played right, it can be used as a way to "teleport" infantry two spaces in a single turn.
Thanks for subscribing!
Thanks for this video!
I have one question.
What is a "submerge" and a "surprise attack"?
I still can't understand.
Thanks for watching!
It is funny that you should ask this today. I am working on a short series explaining sea combat in Axis and Allies! It should be ready in about a week or so. Make sure to subscribe to catch that.
Let's to try to briefly answer your question. In Step 2 of General Combat attacking and defending subs must choose to either Submerge or Surprise Attack (attacker chooses first). If they choose to Submerge, the sub is removed from the battle board and placed back on the map in the same sea zone the combat was taking place. It is no longer part of the combat in any way. If the player chooses to Surprise Attack, they roll one six sided die per sub and score a hit on roll of 1 or 2. Any enemy ships destroyed by these hits do not get fire during the Attackers Fire or Defenders Fire phase of combat as appropriate.
Note that a friendly Destroyer that is present at the begin of a round of combat cancels the enemy's subs ability to Submerge or conduct a Surprise Attack.
I hope that makes sense. Let me know if you have specific questions. I am happy to help.
@@BoardGameNation Many thanks! I am already subscribed, I will watch your video about sea combats. I just will get "Axis anSd allies 1942 2nd edition" on my birthday, which is the 22nd of December and I want to know all rules to play with friends.
Happy birthday! You are getting a great gift.
Thanks for subscribing. We will have that short series out soon.
@@BoardGameNation Many thanks!
Happy to help!
What is the difference between the first edition and the second edition? Do you have a video for the first edition?
I don't actually know. I think I only played first edition once and it was more than a decade ago. The second edition of the game is considered widely superior. If you want to know more, you can check our 40th Anniversary video. We walked through every version of the game.
Thanks for watching!
WAIT DO ATTACKERS NOT GET TO FIRE BACK?!
97% of the time, defenders do fire back. What has you confused?
@@BoardGameNation I have always played that when the attacker peice gets hit you can still have a chance to fire back but then I realized here that you don’t do that
I think you might be confused. In this game, the only defenders that do not fire back are those destroyed by a submarine's sneak attack. Otherwise, all defending units fire back.
@@BoardGameNation yah IK but me and my friends always played attackers fire and then defenders can fire with the units that got hit and then they would remove hit units and then attackers would fire with the units including the ones that got hit then you remove the hit and so on so forth until someone won
I think I see where you are having trouble. Attackers only fire once per round. Attacking units that are selected as casualties don't move to a "casualty zone". Once they are selected as a hit, they are removed from play.
Remember, all the battles and all the combat is happening simultaneously. The attackers roll first just as a mechanic of the game, but both sides are firing at the same time.
I hope that helps. :)
Epic video! Thank you so much! I have a much better understanding of this game though!
Thank you so much for watching!
What occurs if in the land battle both sides lose all units? The contested territory continue to belong to defender?
Thank you.
Great question!
Correct. If there are no attackers at the end of a round of combat, the defender retains control of the territory. In your example, most people would call it a draw, but in that case the defender keep the territory.
Thanks for watching! Let me know if you have any more questions. I hope you'll consider subscribing to the channel!
@@BoardGameNation Thank You! Your videos are very well done, I use them to learn the game rules and also to learn and train my English!
Happy to help! Your English writing skills are very good.
We just finished a video series explaining sea combat. You might find that helpful as well. We are working on a video series about air units now.
Let me know if you have any other questions. Have you subscribed to channel?
@@BoardGameNation Yes, I already subscribed to your channel.
Also I want to say that the interview with Larry Harris was a great achievement to your channel!
Thank you! Larry Harris was really nice man and it was a thrill to meet and talk with. I loved learning about his journey. We are working on setup another interview soon!
Thanks for subscribing!
Hi Gary. Are you saying that when defending subs perform a surprise strike they only hit on a roll of one just like there normal attack? The rules don't actually clarify that.
That's correct. When defending, Subs will score a hit on the roll of 1 (whether it's a surprise attack or a regular defensive roll).
Thanks for watching!
Отлично видео. Очень хорошо объяснены правила. Спасибо.
Thanks for watching!
Thank you so much Board Game Nation for making these videos as I have always struggled to explain the rules to newcomers. I do have a question which came up during a game the other night involving the Danish Straits.
My buddy was playing Germany and I was playing the U.K and I moved my navy pass the straits to sink his starting navy there. He said I could not pass the straits because traditionally in WW2, the allies did struggle with crossing the straits. I quickly checked the rulebook to see that there was no mention of these straits, only about the suez and panama canals. Would my friend be correct in this situation? Can the allies pass the straits even if Germany controls both denmark and norway?
Thank you again for these wonderful tutorial videos!
Thank you for your very kind words. Our goal was to help make this great game more accessible to players around the world. It so nice to hear from people that find the video and use it in the way we intended.
As for you question, in 1942 Second Edition all units can pass between Northeastern Europe and Norway without any issue. In larger, more complex versions of the game, the rules can more accurately reflect the history of the war. So, in Europe 1940, you will find a rule that restricts the Allied forces ability to attack in the Baltic.
I hope this helps! Let me know if you have any other questions.
Thanks for watching!
@@BoardGameNation This answers my question perfectly! Thank you! I will make sure to subscribe for more content :)
Great! Thanks!
I have a question. If for example Moscow is captured, but for whatever reason Russia has units and attacks and holds a Japanese territory, does Russia still get to claim it? I understand Russia does not get or spend income while conquered, but can they still claim territory and remove IPCs from Japan and gain the IPCs when(if) they take Moscow back?
That is correct. Russia could capture a territory, but not get the IPCs. The upside is that the Axis don't get it either.
Thanks for watching!
Anyone else here because their friend asked them to watch and you want to make eachother happy
Thanks for watching and thanks to your friend for sending you! Let us know if you have any questions along the way. :)
Awesome job!
Thank you for all your help!
OMJ this cleared so many gray zones
Awesome! Glad you enjoyed it.
Thanks for watching and subscribing! Check out the rest our Axis and Allies videos for more.
Board game nation did Harry Potter inspire your logo?
Good question! I have always liked the shield/family crest insignias. I wanted something that gave the feel of a "nation" but also featured icons from a variety of different types of tabletop games. It was not until I shared it with others that I even noticed the similarities.
While they are purely coincidental, I don't mind having a logo that is compared to a billion dollar franchise!
Thanks for the question!
When that guy said, hey “gerry” I thought I was watching south park for a hot minute
Haha! Thanks for watching!
hello if a plane attacks a territory with 2 aa how many dice do the aa shoot 2 or 1?
If one air unit attacks a territory with two AA Guns, the defender rolls one die. Here is video we made on that topic:
ua-cam.com/video/hw1kiiqS0Vc/v-deo.html
Hope this helps! Thanks for watching!
Can you move units from a newly captured territory into another enemy territory to conduct combat? For example, if I capture West Russia from Germany on the Soviet Union's turn can I then use those units to push forward into Belorussia? Or do I have to select which units will attack where prior to battle and only use the selected units?
That is a good question. Thanks for asking.
Land units will either make one combat OR one non-combat per turn. They can't do both. So, if you send a land unit to attack W. Russia, it is going to end it's turn there. Air units can also only do one combat per turn, but they have to us non-combat moves to find a place to land.
I hope this helps! Let me know if you have further questions!
Thanks again for watching and subscribing!
@@BoardGameNation Thanks for the clarification!
@@markwaugh7119 You bet. Reading my answer again, I should have said "Unless the land units are destroyed in the combat or they retreat...", but I think you got the idea. :)
Thank you for this
You are very welcome! Thanks for watching!
In Huntington Indiana we have a place called collector's box a guy i went to school started it it is a video game comic book store that is also a board game Hangout I moved to Evansville 5 years ago and I still can't find a place like that anybody know of any in the tri-state area?
This is the #1 question we get. I am working on a solution. Make sure you are subscribed. We have some big announcements coming soon!
Thanks for watching!
Question: What is the difference between these 2 games? Axis and allies :The world is at war 370 pieces (2009) and the Second Edition 410 pieces. Thanks
This is a great question and honestly, I wasn't sure. I looked over the rules for Spring 1942 "The World at War" and couldn't find any particular differences in the rules from 1942 2nd Edition. The biggest and most obvious difference is the board itself. The map is very different, especially in Asia. Plus, it includes the IPC production chart as part of the board.
If anyone has any specific differences they are aware of, please jump in!
You can find the rules for most versions of Axis and Allies at www.axisandallies.org/resources-downloads/
Thanks for watching!
After watching this video, I have taken it upon myself to write a formal complaint at Hasbro Customer Service website in hopes they fix the rulebook error, IPC count for UK and Germany, and the Sahara not being gray. I’m not sure if it’ll work but it’d be cool if I got a response back!
Good luck! Let us know if you hear back.
Thanks for watching!
I got a response back from Hasbro. They have forwarded my complaint to one of their management teams, while reassuring that consumer care is their top priority. Almost impossible that anything will get resolved, but the fact I was heard is a positive.
Awesome! Thanks for letting us know! Keep us informed of any new developments!
Submarines submarines cannot be seen by anything but destroyers but when they're placed on the board everybody sees them shouldn't they be kept off the board unless a destroyer moves into an area where they are and then placed on the board people should not be able to see them if there isn't a destroyer in their area that's one of my house rules
If that works for you and your friends, cool.
Here is some additional information about the rules for subs and destroyers.
ua-cam.com/video/OlHyGZrHQZs/v-deo.html
Thanks for watching!
Who plays in the Rochester or Buffalo or Syracuse NY area
Let's say you control both Germany and France and want to do an amphibious assault on England. You have a tank in Germany and a transport off the coast of France in the English Channel. During the combat move phase, can you move the tank from Germany to France, load it onto the transport and offload it to England for an amphibious assault?
I'm afraid not. Land units can not move and load on the same turn. Loading and/or unloading is the entire movement of a land unit.
Hope this helps! Thanks for your question and for watching!
Is this the same as axis and allies revised edition
Most of the rules are the same, but there are minor some differences and a completely different map.
Let us know if you have any questions. Thanks for watching!
In 1942 Online, transports work nothing like described here. Constant struggle to use them for amphibious and just non-combat transport. Hopefully the board game is fun and maybe someday I'll try it but I'm giving up on the on-line version. The game is supposed to be a fight again enemy nations, not the UI.
Thanks for watching!
The rules in Axis and Allies Online are nearly identical to A&A 1942.2. The only difference is that in the Online game land troops can't ride on friend transports. Otherwise, it is the same. I agree that UI needs help.
The folks at Beamdog have heard the concerns about the transport UI. They are in the final stages of the beta testing of big upgrade that should make significant improvements to that issue in particular. I'm looking forward to seeing what they have done.
Thanks again for watching!
super cool
Glad you liked it! Thanks for watching!
do you have a 41 version?
I don't personally own a copy, but I have played it. It is a good place to start in the Axis & Allies universe.
Thanks for watching!
@@BoardGameNation thx
the one thing i don't see in any channel, is keeping stats. compiling W L scores, on and on depending on the game......i would like to partner with someone to flush out ideas of how to track since MOST game to crappppppppppppy tracking (online versions)
Interesting. What kind of tracking are you thinking of? Beamdog has released some game data on their website about game balance. Sorry that I can't find the link for right this minute, but they have done some data sharing about win percentages for each side. Is this what you are looking for?
where can i get 1 of those sticks that u use to point
Well, it is a metal chopstick. So, anywhere you'd find those. :)
Thanks for watching!
@@BoardGameNation thx man love your videos me and my dad play axis and allies im 12 so its hard to play with all rules ive actually never finished a game
You are very kind. It take a little time to get the hang of. I suggest getting the game out, setting it up, and then playing along with this video: ua-cam.com/video/uBMCB0AUciI/v-deo.html
You can follow along with the purchases, moves, and then roll for combat. I have seen a number of folks do this and send in there thoughts about our strategy. It has been a lot of fun.
In the end, you will sort out all the rules in time. Focus more on having fun with it.
Come back with any questions you have along the way. 🙂
@@BoardGameNation thx man it would make my day if you checked out my channel sorry if i sound clingy
New sub. :)
Your videos look good! Here are a few tips that might get you more viewers: Add a profile picture that suits your channel. Add thumbnails can encourage more people to click on your videos. Look at the names of the videos of this type on other channels you like and follow their lead.
Most of all... keep having fun with it! Maybe one day you can start making videos for Board Game Nation!
Mechanised intantry?
Thanks for watching!
This video is intended to be a how to play for 1942 Second Edition. Mechanized Infantry made its debut in Axis & Allies Pacific 1940 and is also included in Europe version.
If you are looking for an overview of the rules for this unit, here is a nice article about it.
axisandallies.fandom.com/wiki/Mechanized_Infantry
Thanks again for watching!
Scenario:
I’ve got three transports each with two infantry.
I have no escorts, my opponent moves two cruisers and a bomber into the sea zone during their combat phase.
Do my transports instantly die?
I wouldn't say "instantly." Your opponent would actually have to attack the sea zone. They can't take out your transports on the way to something else. Plus, any unit attacking wouldn't be able to attack anywhere else.
In short, the act of entering the zone doesn't destroy your unaccompanied transports. The sea zone they are in would have to come under attack. That would destroy them.
I hope that helps. Thanks for watching!
Thanks the reply!
So, if they move their bombers during combat move to that sea zone, does that satisfy “coming under attack”?
They would have to end their combat move in the sea zone to attack it. The key is that they can't hit the transports and then go on to hit something else in the same turn.
Also, a single bomber would be able to do the job. There is no need for all the units you mentioned to swarm the poor transports.
Though, if the cruisers and air power are coming as some kind amphibious assault, killing the transports counts as combat. So, the cruisers or battleships in that sea zone would be involved in the combat and wouldn't be able to do any offshore bombardments.
Happy to help!
Okay! I think I got it. Thanks for everything! My son and I have fallen in love with the endless possibilities of this game. Risk is gonna get dusty.
Glad to help! Come back if you have any more questions.
Have fun!
Does anyone know how to contact Beamdog? I enjoy the online version, and would like to see them add things like fighters landing on allied carriers. I would definitely love to see them add other variations, like the anniversary edition. This would be the single best thing Beamdog could do in my opinion, lol. I'm guessing more legal issues than developer issues? Is there a possibility we could see a digital A&A anniversary edition and more updates?
I would love that as well. Not long after 1942 Online came out, I did an interview with Beamdog CEO, Trent Oster. We talked about his vision for the software, including what might be next.
ua-cam.com/video/ttyPXqPDe_U/v-deo.html
It is worth mentioning that Beamdog has been sold since this interview and they aren't returning my recent emails. 🤷♂️
Thanks for watching!
@@BoardGameNation Oh no! I didn't see that it was sold when I first saw your comment. This is sad, and seems like the new owners only care about Mythforce... 😢
Garry when will New video come
I've nearly completed a huge script and I'm shooting today! I should have it edited and out this week.
@@BoardGameNation oh wow what is it about
An Axis strategy. The script is so long that this week's video starts a mini series on the same topic. It should be fun!
@@BoardGameNation all the best waiting for that video
Thanks!
Please divide the Attack and the Defence-Value for Ground and Air-Battle. Each Unit have than 4 Combat-Values. This make the Game better. And change 6-sided Dice to10-Side-Dice. This make the Game more better. Because more Options possible for different Unit-Types. ;) A Limit of Ground Units by 10 plus Air-Units of 5 per Territory and 5 Ships and max 4 Air on Sea-Territory make the Geography more tactical. Try self and have good Fun. Greeting. :)
Thanks for sharing! The new North Africa game is going to be using D10s. We will be watching for that!
I read the book and learned nothing. After watching this video I realized the order of chapters in book is not correct. Thanks :)
Glad I could help! Feel free to come back with any questions you might have. 🙂
Thanks for watching!
Should Axis and Allies be played with a 10 sided die with 0 being 0 instead of 10? Therefore rolling a 0 or 1 is always a hit with any unit.
Infantry could be 1 (or less) on attack and 2 (or less) on defense. This increases their attack value from 16.6% to 20% and decreases defense from 33.3% to 30% with a 10 sided die. AA Guns and Industrial Complexes would be 1 giving them a 20% chance of hitting a plane. Bombers industrial bomb from 0 to 9 IPC's so they bomb for more IPC's, but the chances of being hit are also greater.
This will give the attacker better chances and lead to more action in the game. Two infantry would have an advantage against one defending instead of even odds with a 6 sided die.
The rest of the units can be adjusted for a 10 sided die. Artillery is 2-2. Tanks are 4-4. Fighters are 4-6. Battleships are 6-6. Perhaps mobilized infantry can be added to the game for 5 IPC's and move 2 territories like tanks and attack and defend at a 3 or less which gives them a 40% chance of hitting. Accompanying artillery also raises their attack value by 1 to a 4, and they can be transported like a regular infantry. That is, 2 mobilized infantry can be taken on one transport or one mobilized infantry with any other land unit.
All other rules and purchase price stays the same. It would make it make it more interesting if there was mobile infantry that could move two spaces and and have a pretty good attack and defense value.
It doesn't change the game that much but it will help increase the odds of attacking land units which is the most important aspect of Axis and Allies and will encourage more attacking instead of a large troop buildup because defense is easier to play than offense.
All interesting ideas. You might be interested to know that the new Axis and Allies: North Africa uses a D10 system.
Thanks for watching!
Thanks
Thanks for watching!
Thanks for watching!
min 33 : *bombers can not land on carriers
You are correct. In that sentence, I was referring to air units in general and possible places they might land.
Thanks for watching!