180 Open Daily games
0 Open Realtime games
  • Status: Retired
  • Version: 14.0
  • Designer: Thingol
  • Rating:
  • Rating Score: 9.33 out of 10 [3 ratings]
  • Difficulty: Advanced
  • Created Date: 30th Aug 2019
  • Release Date: 2nd Oct 2012
  • Games Played: 0

Design Information
Territories 156
Continents 85
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Fortify Only Borders
Factories
 
Board Settings
Gameplay
Available Players
6
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
AA Gun
Complex
Bomber
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 ITALY Axis ABC undefined Default
2 RUSSIA Allies ABC undefined Default
3 GERMANY Axis ABC undefined Default
4 UNITED KINGDOM Allies ABC undefined Default
5 JAPAN Axis ABC undefined Default
6 UNITED STATES Allies ABC undefined Default

Board Description

Axis & Allies 3v3

Default Version

wikilinks:

http://www.wargear.net/wiki/doku.php?id=boards:axis_v_allies_3v3:axis_v_allies_3v3&#strategies_and_tips

This map differs from Toaster's original game in the following ways:

Inclusion of 6th 'power', Italy. Italy now goes first in turn order.

Inclusion of neutrals into play. Taking a neutral incurs a penalty bonus as indicated on the map, but some neutrals may be worth the effort to take. Note - Turkey and SE Europe are now bordered.

Extra firepower/protection for Capitols...they defend and attack with an additional +5% advantage (UK with +10% due to relatie local air superiority and huge surface fleet). Capitols: Italy - Northern Italy USSR - Russia proper Germany - East Germany United Kingdom - England Japan - Japan proper US - Eastern US

Small changes to troop allotments and to a few country unit caps (though no change to formula for how max units is calculated). Some countries have been split into 2 spots.

Additional Changes:

1) Capital Cities - if a nation loses it's capitol city, the conquering power takes over 40% of it's holdings. In the very rare instance when a nation takes a capitol and loses one in the same turn, it will remain active.

2) Strategic bombing - Each capital (exception of US, which has bomber command located in W. China) has a limited (5 units max) bomber command which can attack as artillery to adjacent capitols as well as a radius to nearby territories. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii) and the UK at Gibraltar. This attack is at 85% offensive dice and AA only hits at 25% rate. Gibraltar's percentage is a bit lower.

Scenarios:

1) Basic (capitol elimination/assimilation)

capitals have no unit cap

Placement enabled on owned countries.

2) pick your role (capitols)

capitals have no unit cap

Placement enabled on owned countries.

3) Factory placement only

4) Land placement only

5) No neutrals

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack movesUnlimited
Allow reinforced units to attack in the same roundOff
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turnUnlimited
Turn OrderSeat order
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowedUnlimited
Card values5,5,5,5,5,5,5,5,5,5,5
Must capture non-empty territory to earn cardOff
Card deckA:17 B:17 C:17 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories ownedDisabled
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units65
Maximum units per territoryUnlimited
Auto Assign Factories
Chance of an attacker killing a defender70
Chance of a defender killing an attacker80
Fatigue: Chance of Attack success drops by0% per 1 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %30
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsNone

Design Information
Territories 156
Continents 85
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Fortify Only Borders
Factories
 
Board Settings
Gameplay
Available Players
6
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
AA Gun
Complex
Bomber
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 ITALY Axis ABC undefined Default
2 RUSSIA Allies ABC undefined Default
3 GERMANY Axis ABC undefined Default
4 UNITED KINGDOM Allies ABC undefined Default
5 JAPAN Axis ABC undefined Default
6 UNITED STATES Allies ABC undefined Default

Board Description

Axis & Allies 3v3

Default Version (pick role)

wikilinks:

http://www.wargear.net/wiki/doku.php?id=boards:axis_v_allies_3v3:axis_v_allies_3v3&#strategies_and_tips

This map differs from Toaster's original game in the following ways:

Inclusion of 6th 'power', Italy. Italy now goes first in turn order.

Inclusion of neutrals into play. Taking a neutral incurs a penalty bonus as indicated on the map, but some neutrals may be worth the effort to take. Note - Turkey and SE Europe are now bordered.

Extra firepower/protection for Capitols...they defend and attack with an additional +5% advantage (UK with +10% due to relatie local air superiority and huge surface fleet). Capitols: Italy - Northern Italy USSR - Russia proper Germany - East Germany United Kingdom - England Japan - Japan proper US - Eastern US

Small changes to troop allotments and to a few country unit caps (though no change to formula for how max units is calculated). Some countries have been split into 2 spots.

Additional Changes:

1) Capital Cities - if a nation loses it's capitol city, the conquering power takes over 40% of it's holdings. In the very rare instance when a nation takes a capitol and loses one in the same turn, it will remain active.

2) Strategic bombing - Each capital (exception of US, which has bomber command located in W. China) has a limited (5 units max) bomber command which can attack as artillery to adjacent capitols as well as a radius to nearby territories. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii) and the UK at Gibraltar. This attack is at 85% offensive dice and AA only hits at 25% rate. Gibraltar's percentage is a bit lower.

Scenarios:

1) Basic (capitol elimination/assimilation)

capitals have no unit cap

Placement enabled on owned countries.

2) pick your role (capitols)

capitals have no unit cap

Placement enabled on owned countries.

3) Factory placement only

4) Land placement only

5) No neutrals

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack movesUnlimited
Allow reinforced units to attack in the same roundOff
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turnUnlimited
Turn OrderSeat order
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowedUnlimited
Card values5,5,5,5,5,5,5,5,5,5,5
Must capture non-empty territory to earn cardOff
Card deckA:17 B:17 C:17 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories ownedDisabled
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units65
Maximum units per territoryUnlimited
Auto Assign Factories
Chance of an attacker killing a defender70
Chance of a defender killing an attacker80
Fatigue: Chance of Attack success drops by0% per 1 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionSeats
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %30
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsSeats

Design Information
Territories 156
Continents 84
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Fortify Only Borders
Factories
 
Board Settings
Gameplay
Available Players
6
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
AA Gun
Complex
Bomber
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 ITALY Axis ABC 0 Default
2 RUSSIA Allies ABC 0 Default
3 GERMANY Axis ABC 0 Default
4 UNITED KINGDOM Allies ABC 0 Default
5 JAPAN Axis ABC 0 Default
6 UNITED STATES Allies ABC 0 Default

Board Description

Axis & Allies 3v3

Factory Placement

wikilinks page: http://www.wargear.net/wiki/doku.php?id=boards:axis_v_allies_3v3:axis_v_allies_3v3&#strategies_and_tips

This map differs from Toaster's original game in the following ways:

Inclusion of 6th 'power', Italy. Italy now goes first in turn order.

Inclusion of neutrals into play. Taking a neutral incurs a penalty bonus as indicated on the map, but some neutrals may be worth the effort to take. Note - Turkey and SE Europe are now bordered.

Extra firepower/protection for Capitols...they defend and attack with an additional +5% advantage (UK with +10% due to relatie local air superiority and huge surface fleet). Capitols: Italy - Northern Italy USSR - Russia proper Germany - East Germany United Kingdom - England Japan - Japan proper US - Eastern US

Small changes to troop allotments and to a few country unit caps (though no change to formula for how max units is calculated). Some countries have been split into 2 spots.

Additional Changes:

1) Capital Cities - if a nation loses it's capitol city, the conquering power takes over 40% of it's holdings. In the very rare instance when a nation takes a capitol and loses one in the same turn, it will remain active.

2) Strategic bombing - Each capital (exception of US, which has bomber command located in W. China) has a limited (5 units max) bomber command which can attack as artillery to adjacent capitols and a range (radius) of nearby territories. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii) and UK has an air base at Gibraltar. Bombers attack at 85% offensive dice and AA only hits at 25% rate. Gibraltar's percentages are slightly lower.

3) For the factory placement scenario, only placement is allowed on territories with factory icons and bomber locations. This is mostly the capitals and capital/bombers but also a handful of other spots. In this scenario, South Africa's, Pearl Harbor and New Guinnea's max units are 10, but unit placement is allowed. Also, both Australia's unix max is 5, but unit placement is also allowed. Bombers also attack with an additional 5% chance to hit and -5% chance of getting hit. Finally, in this scenario, northern Africa and southern Africa have more connections to each other (in the classic version, they were only connected via Egypt). Finally, base to-hit percentages are 65%/75% (base scenario is 70%/80%).

Scenarios:

1) Basic (capitol elimination/assimilation)

2) pick your role (capitols)

3) Factory placement only

4) Land placement only

5) No neutrals

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack movesUnlimited
Allow reinforced units to attack in the same roundOff
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turnUnlimited
Turn OrderSeat order
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed6
Card values5,5,5,5,5,5,5,5,5,5,5
Must capture non-empty territory to earn cardOff
Card deckA:15 B:15 C:15 W:3

Bonuses, Limits and Dice

Grant 1 unit per x territories ownedDisabled
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units65
Maximum units per territoryUnlimited
Auto Assign Factories
Chance of an attacker killing a defender65
Chance of a defender killing an attacker75
Fatigue: Chance of Attack success drops by1% per 5 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionSeats
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %30
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsSeats

Design Information
Territories 156
Continents 85
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Fortify Only Borders
Factories
 
Board Settings
Gameplay
Available Players
6
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
AA Gun
Complex
Bomber
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 ITALY Axis ABC undefined Default
2 RUSSIA Allies ABC undefined Default
3 GERMANY Axis ABC undefined Default
4 UNITED KINGDOM Allies ABC undefined Default
5 JAPAN Axis ABC undefined Default
6 UNITED STATES Allies ABC undefined Default

Board Description

Axis & Allies 3v3

Land Placement Only

This map differs from Toaster's original game in the following ways.

  • Inclusion of 6th 'power', Italy. Italy now goes first in turn order.
  • Inclusion of neutrals into play. Taking a neutral incurs a penalty bonus as indicated on the map, but some neutrals may be worth the effort to take. Note - Turkey and SE Europe are now bordered.
  • Extra firepower/protection for Capitals...they defend and attack with an additional +5% advantage (UK with +10% due to relative local air superiority and huge surface fleet). Capitols: Italy - Northern Italy USSR - Russia proper Germany - East Germany United Kingdom - England Japan - Japan proper US - Eastern US
  • Small changes to troop allotments and to a few country unit caps (though no change to formula for how max units is calculated). Some countries have been split into 2 spots.
  • Additional Changes:

    1) Capital Cities - if a nation loses it's capitol city, the conquering power takes over 40% of it's holdings. In the very rare instance when a nation takes a capitol and loses one in the same turn, it will remain active.

    2) Strategic bombing - Each capital (exception of US, which has bomber command located in W. China) has a limited (5 units max) bomber command which can attack as artillery to adjacent capitols and a range (radius) of nearby territories. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii) and UK has an airbase at Gibraltar. Bombers attack at 85% offensive dice and AA only hits at 25% rate. Gibraltar's percentages are slightly lower.

    3) Placement in sea zones and small islands is not enabled. Placement is enabled everywhere else.

    Scenarios:

    1) Basic (capitol elimination/assimilation)

    capitals have no unit cap

    Placement enabled on owned countries.

    2) pick your role (capitols)

    capitals have no unit cap

    Placement enabled on owned countries.

    3) Factory placement only

    4) Land placement only

    5) No neutrals

    Gameplay Settings

    Gameplay TypeSimulGear
    Allow reinforcement moves before attack movesUnlimited
    Allow reinforced units to attack in the same roundOff
    Allow order overloadingOff
    Allow unit pumpingOn
    Maximum number of orders allowed per turnUnlimited
    Turn OrderSeat order
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeLight
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowedUnlimited
    Card values5,5,5,5,5,5,5,5,5,5,5
    Must capture non-empty territory to earn cardOff
    Card deckA:17 B:17 C:17 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units65
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Chance of an attacker killing a defender70
    Chance of a defender killing an attacker80
    Fatigue: Chance of Attack success drops by0% per 1 turns

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %30
    Destroy unallocated CapitalsOff
    Number of units per Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsNone

    Design Information
    Territories 142
    Continents 71
    Advanced Features Artillery Borders
    One-way Borders
    Border Modifiers
    Fortify Only Borders
    Factories
     
    Board Settings
    Gameplay
    Available Players
    6
    Card Sets Worth 5,5,5,5,5,5,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Light
    Fog Override Enabled
    Open Games 0
     
    Cards
    AA Gun
    Complex
    Bomber
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 ITALY Axis ABC undefined Default
    2 RUSSIA Allies ABC undefined Default
    3 GERMANY Axis ABC undefined Default
    4 UNITED KINGDOM Allies ABC undefined Default
    5 JAPAN Axis ABC undefined Default
    6 UNITED STATES Allies ABC undefined Default

    Board Description

    Axis & Allies 3v3

    No Neutrals

    wikilinks:

    http://www.wargear.net/wiki/doku.php?id=boards:axis_v_allies_3v3:axis_v_allies_3v3&#strategies_and_tips

    This map, while most like to it of all the scenarios, differs from Toaster's original game in the following ways:

    Inclusion of 6th 'power', Italy. Italy now goes first in turn order.

    Inclusion of neutrals into play. Taking a neutral incurs a penalty bonus as indicated on the map, but some neutrals may be worth the effort to take. Note - Turkey and SE Europe are now bordered. (note - this scenario doesn't use neutrals)

    Extra firepower/protection for Capitals...they defend and attack with an additional +5% advantage (UK with +10% due to relatie local air superiority and huge surface fleet). Capitols: Italy - Northern Italy USSR - Russia proper Germany - East Germany United Kingdom - England Japan - Japan proper US - Eastern US

    Small changes to troop allotments and to a few country unit caps (though no change to formula for how max units is calculated). Some countries have been split into 2 spots.

    Additional Changes:

    1) Capital Cities - if a nation loses it's capitol city, the conquering power takes over 40% of it's holdings. In the very rare instance when a nation takes a capitol and loses one in the same turn, it will remain active.

    2) Strategic bombing - Each capital (exception of US, which has bomber command located in W. China) has a limited (5 units max) bomber command which can attack as artillery to adjacent capitols and a range of targets in a radius from the bomber. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii) and UK has Gibraltar. Bombers attack at 85% offensive dice and AA only hits at 25% rate. Gibraltar has slightly lower percentages.

    3) Neutrals cannot be attacked in this version. Placement is enabled for owned territories. northern Africa connects to southern Africa through Egypt only due to the Qattara Depression which spans a section of northwestern Africa from the west coast thru most of Egypt.

    Scenarios:

    1) Basic (capitol elimination/assimilation)

    2) pick your role (capitols)

    3) Factory placement only

    4) Land Placement only

    5) No neutrals

    Gameplay Settings

    Gameplay TypeSimulGear
    Allow reinforcement moves before attack movesUnlimited
    Allow reinforced units to attack in the same roundOff
    Allow order overloadingOff
    Allow unit pumpingOn
    Maximum number of orders allowed per turnUnlimited
    Turn OrderSeat order
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeLight
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowedUnlimited
    Card values5,5,5,5,5,5,5,5,5,5,5
    Must capture non-empty territory to earn cardOff
    Card deckA:17 B:17 C:17 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units65
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Chance of an attacker killing a defender70
    Chance of a defender killing an attacker80
    Fatigue: Chance of Attack success drops by0% per 1 turns

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionSeats
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %30
    Destroy unallocated CapitalsOff
    Number of units per Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsSeats