226 Open Daily games
1 Open Realtime game
  • Status: Retired
  • Version: 23.0
  • Designer: Thingol
  • Rating:
  • Rating Score: 9.75 out of 10 [4 ratings]
  • Difficulty: Advanced
  • Created Date: 12th May 2020
  • Release Date: 20th Jan 2014
  • Games Played: 0

Design Information
Territories 192
Continents 119
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
View Only Borders
Fortify Only Borders
Factories
 
Board Settings
Gameplay
Available Players
6
Card Sets Worth 6,6,6,6,6,6,6
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
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 - Technology Advancement

Factory Placement - Limited Orders

wikilinks page:

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

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 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. This attack is at 85% offensive dice and AA only hits at 35% rate.

3) Additional changes over the 'Capitol's version - strategic bombers can now bomb a range of targets, not just capitols. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii).

4)Gibraltar - now an air base, placement enabled.

Scenarios:

1) Factories - Tech Trees, random role - reinforcements are placeable only on factories, air bases, the tech flask and some techs.

2) Factories - Tech Trees, pick role

3) no Factories, random role - placement enabled on any owned territory

4) no Factories, pick role - placement enabled on any owned territory

5) Factories - Limited Orders -same as (1), but with attack orders limited to 20 per turn. Also, fatigue rate of 1% per each 2 turns. Placement enabled only on factories, air bases, the tech flask and some tech spots. Furthermore, pre-transfer fortifies are now limited to 2 fortifications and reinforced units are allowed to attack in the same turn. South Africa acts as both a factory bonus and continent bonus (+2 for each).

6) Tech 1v1

7) Tech 2v2

For Factories and Tech scenario

The world powers can invest in the following technologies

1) Radar - Allows increased viewing capacity

2) Bomb Range - this is defunct and is incorporated into the Heavy Bombs tech.

3) Heavy Bombs - allows for longer range, deadlier strikes and an increase in

firepower (8 units)

4) Nationalism - creates a factory of an additional 2 units placed on

the capital at the start of each turn.

5) Reinforcement - allows reinforcement of ally's capitals

6) Super Subs - German-specific power - with +10% attack advantage, allows up to 3 units to any Atlantic or Mediterranean sz with the additional ability of being to take ownership of those sea zones.

7) Industrial Tech - this adds a bonus reinforcement of 3 units to the nation to be placed anywhere where placement is enabled for the nation.

8) A-bomb - US specific tech; allows an artillery attack of up to 40 units on opposing nation's capitals. Note, UK can use the espionage tech to assist the US in developing the bomb, but it hits at a 50% rate and loses 100% of attacking units.

9) Espionage - allows an artillery attack of up to 5 units against an Italian/German techs.

10) Tenacity - this allows the Japanese to have limited unit strikes against their original islands. The 'midnight' express units have high hit/loss rates.

11) Recruitment - Factory bonus of +1 troops to each of original land territories that are owned.

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack moves2
Allow reinforced units to attack in the same roundOn
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turn20
Turn OrderSeat order
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeMedium
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 values6,6,6,6,6,6,6,6,6,6,6
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