Author Archive: Freddie

Axis & Allies Global 1940 ANZAC strategy

I’m not going to say this is a for sure best strategy for ANZAC (or that it’s always possible) but the following is what I did in an Axis & Allies Global 1940 game when in charge of ANZAC.

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Axis & Allies Global 1940 – USA: Things you need to know

You’ve drawn the powerful USA in your Axis & Allies Global 1940 game. What things should you be aware of before you get playing? I’ve compiled some things below. Got more? Please comment at the bottom of this post!

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Europe/Global 1940: Who controls the canal and narrow straights?

Playing Axis & Allies 1940 (Europe or Global) and need to know when boats can pass through a canal and narrow straight?

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Axis and Allies: Girls v Guys

In the last two games of Axis & Allies that we’ve played, we’ve randomly drawn a girls v guys scenario for teams. The lads drew Allied countries and the ladies Axis. I’m not saying there is a need for this, but if the ladies wanted an extra advantage they may want to try playing a wide rotation of AC/DC – per below.
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Playing China

Let’s say you’re the one who plays China in Axis & Allies. That means you’re likely playing one of the other Allied countries, and have China tacked onto your role. Playing the US? You’ll likely also be playing China.
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Axis & Allies Global 1940 – Second Edition Rules (Mobile Friendly)

You’re playing Axis & Allies Global 1940 and need to look up the rules on your smartphone. That PDF is nasty to dig through on a phone, right? Below find a copy/paste of *most* of the rules necessary to play Global 1940 with Second Edition rules. Some of the more basic items have been left out. It’s more useful for those who have played the game many times but still need to look up a rule here and there. For the full rules consult our Axis & Allies Rule Books page. Continue Reading

Convoy Rule in Axis & Allies 1940: Calculating Damage

The Convoy rule in Axis & Allies 1940 (Europe, Pacific, Global) isn’t the most easily written rule in the rule book. Below is a summarized version.

If an enemy warship is in an opponents’ sea zone with a ‘convoy’ marker, the IPCs collected at the end of a turn can be reduced based on convoy damage inflicted, per below.
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Submarines and Axis & Allies 1940

I never spent the time to really understand all the rules surrounding submarines. Why? Well, I prefer my battleships. Ridiculous reason, I know, especially considering your opposition may be a sub-freak.

So, here are the interesting things about submarines (for the Europe/Pacific/Global 1940 game at least) that I was initially unaware of:
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When Liberating a Country, That Country’s IPCs Revert Back to the Liberated Country

I just did a quick bit of ‘googling’ to find the answer to this:

If a country is liberated (so, they weren’t collecting any more IPCs and may not even be anywhere on the board anymore), what happens once they’re liberated in terms of IPC/income/etc.

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Research Rolls: Do They Make Sense?

We play with the Research & Development (aka ‘Weapons Development’) optional rule quite a bit now, most recently in Axis & Allies Global 1940. The way we play (correct?) is that if the research has failed (i.e. not rolling a ‘6’) then the research token is still alive and available to roll for again in your next turn. You don’t lose the token on failed research, and thus don’t have to buy another one to roll again next around.

Does that make any sense?
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