201 Open Daily games
3 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: 2

Design Information
Territories 142
Continents 71
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Fortify Only Borders
 
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