180 Open Daily games
0 Open Realtime games
  • Rating:
  • Rating Score: 8.67 out of 10 [6 ratings]
  • Difficulty: Advanced
  • Created Date: 21st Feb 2014
  • Release Date: 5th Mar 2013
  • Games Played: 185

Design Information
Territories 129
Continents 61
Advanced Features One-way Borders
Border Modifiers
Fortify Only Borders
Artillery Borders
Attack Only Borders
 
Board Settings
Gameplay
Available Players
5
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 1 [View]
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 M35 Brown Allies 0 Default
2 Field Grey Axis 0 Default
3 Khaki Allies 0 Default
4 Mustard Yellow Axis 0 Default
5 Olive Drab Allies 0 Default

Board Description

Quick start guide:

Unlimited units per territory

No reinforcement

Placement only on territories with factory icons

Units in sea zones can move 2 sea zones or 1 and unload

Base Attack at 60% and Defense at 75%

Air bases have artillery attack with range of 3

Factories can be purchased in select countries after start of game for 15 bonus

No cards

Description:

Spring 1942, the Axis powers have amassed forces and begun their campaign to conquer the world. Germany and Japan must attack agressively to turn their advantage in starting forces to an increase in bonus by taking territories and evening production capability with the Allies.

The Allies must fight defensively at first to prevent being overrun while they work to put more units in the field to match their opponent's strength. A key will be to immediately support Russia on the European mainland - this is crucial.

Things to watch out for:

Placement - Similar to real warfare, fighting units originate from one or two territories and must move towards their objectives with purpose and plan. The general must think ahead multiple moves to make sure his units are in place when and where he needs them and develop supply lines to the hot spots.

Units can only be placed on territores with factory icons and there are no limits to the number of units in each territory.

Tip: Capture your opponent's factory and use it to produce your own troops to shorten your supply line.

Sea Zones - The units placed in sea zones represent the capital ships, supporting ships, and transports of an armada. For this board though, it is best to think of the units in sea zones as troop transports to best understand the movement of these forces.

  • Each transport armada must load troops aboard ships, so moving from land to sea will have a range of 1 territory.
  • Once loaded, transports can move two sea zones. Exceptions are the Panama and Suez canals which require more time to cross. Transports can move only from one side to the other in a turn. Because of this, you cannot move through a canal without controlling the sea zones on both sides. Therefore, the canals can be used as strategic choke points to control enemy movement.
  • To make an amphibious assault on a territory without a factory, transports can move one sea zone and attack an adjacent land on the same turn.
  • To make an amphibious assault on a territory with a factory that will have extra defense, transports can only attack from an adjacent sea zone they control at the beginning of the turn.
  • To fortify a territory by sea, transports can move one zone and fortify any adjacent land territory which will include ally held territories with factories.
  • Also, because of their size relative to vast ocean zones, they can move through allied controlled zones and pass undetected through enemy occupied zones. Rember this when defending your land territories or supporting your allies.

    Attacking from sea territories reduce attack by 10% to account for the difficulyt and cost of amphibious assaults.

    Establish convoys to bypass the front lines and supply troops to hot spots or areas of opportunity.

    Air group zone - Place units in these zones to convert them from infantry to aircraft with enhanced movenment capability and better resistance to return fire. The air group zone enables missions from the air base for bombing runs or ground support with any remaining aircraft returing to base. Units from this zone can attack other territories but cannot take or occupy them. Once converted, these units cannot leave an air group zone but can be transferred to other air group zones.

    Tip: Support Russia by transferring air units from US and UK to Karelia. Also, control Midway air base to bomb your opponent's mainland.

    Attack 35%

    Defense 15% (anti-aircraft fire)

    Movement of 6 zones (out and back for attacks or one way for transfers)

    *Exception: Air bases in capital territories can not attack other capitals. For example, the Luftwaffe can not attack Russia or UK and the RAF can not attack Germany.

    Attack and Defense - Each turn is considered to be a period of about a month, so each game attack represents a battle fought over this time period. (Historical examples would be the Battle of the Bulge, Battle for Stalingrad, Battle for Iwo Jima, and the Battle for El Alamein.) Because of this, it is assumed the defender has had time to select their ground and construct reinforments and therefore has the advantage. Attack is 60% and Defense is 75% which is a ratio of about 1.25. So, in general, an attacker will need 1.25 times the number of forces to keep pace with the defender.

    Building a factory - The UK can chose to build a factory in South Africa or Australia by paying the 15 bonus construction cost. The cost is paid by attacking the neutral territory from the UK territory. The attack and defense are both at 100%, so attacking with 16 units will give you control of the territory with 1 unit remaining on the factory. Placement is enabled on this factory territory. Because of logistical issues and other problems involved with foreign holdings, the factory territories have a limit of 8 units. These factories can be captured and used by your enemy. Anyone holding the territory surrounding the factory can attack at 100% with 0% defense, in effect taking over the factory and re-tooling it for their own purposes.

    Neutral territories - These territories are indicated by a black circle with white text and have a bonus of -1.

    Cards - No cards are used for this board. Luck will be in the battlefield dice only.

    Borders - Fortify only borders can not be seen in the Player "Board" tab. To see all borders visit the Board Explorer at http://www.wargear.net/boards/view/AA+World+Board/Board%20Explorer

    Gameplay Settings

    Gameplay TypeSimulGear
    Allow reinforcement moves before attack movesDisabled
    Allow reinforced units to attack in the same roundOff
    Allow order overloadingOn
    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 typeNone
    Allow override of fog settingYes
    Game historyShow

    Team Settings

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

    Cards

    CardsOff
    Card CaptureOn
    Maximum number of cards allowed5
    Card values
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned100
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve unitsUnlimited
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Chance of an attacker killing a defender60
    Chance of a defender killing an attacker75
    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:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsNone

    Design Information
    Territories 129
    Continents 61
    Advanced Features One-way Borders
    Border Modifiers
    Fortify Only Borders
    Artillery Borders
    Attack Only Borders
     
    Board Settings
    Gameplay
    Available Players
    5
    Card Sets Worth Off
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting None
    Fog Override Enabled
    Open Games 0
     
    Cards
    Troops
    Tanks
    Planes
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Russia - M35 Brown Allies 0 Default
    2 Germany - Field Grey Axis 0 Default
    3 UK - Khaki Allies 0 Default
    4 Japan - Mustard Yellow Axis 0 Default
    5 US - Olive Drab Allies 0 Default

    Board Description

    Quick start guide:

    Unlimited units per territory

    No reinforcement

    Placement only on territories with factory icons

    Units in sea zones can move 2 sea zones or 1 and unload

    Base Attack at 60% and Defense at 75%

    Air bases have artillery attack with range of 3

    Factories can be purchased in select countries after start of game for 15 bonus

    No cards

    Description:

    Spring 1942, the Axis powers have amassed forces and begun their campaign to conquer the world. Germany and Japan must attack agressively to turn their advantage in starting forces to an increase in bonus by taking territories and evening production capability with the Allies.

    The Allies must fight defensively at first to prevent being overrun while they work to put more units in the field to match their opponent's strength. A key will be to immediately support Russia on the European mainland - this is crucial.

    Things to watch out for:

    Placement - Similar to real warfare, fighting units originate from one or two territories and must move towards their objectives with purpose and plan. The general must think ahead multiple moves to make sure his units are in place when and where he needs them and develop supply lines to the hot spots.

    Units can only be placed on territores with factory icons and there are no limits to the number of units in each territory.

    Tip: Capture your opponent's factory and use it to produce your own troops to shorten your supply line.

    Sea Zones - The units placed in sea zones represent the capital ships, supporting ships, and transports of an armada. For this board though, it is best to think of the units in sea zones as troop transports to best understand the movement of these forces.

  • Each transport armada must load troops aboard ships, so moving from land to sea will have a range of 1 territory.
  • Once loaded, transports can move two sea zones. Exceptions are the Panama and Suez canals which require more time to cross. Transports can move only from one side to the other in a turn. Because of this, you cannot move through a canal without controlling the sea zones on both sides. Therefore, the canals can be used as strategic choke points to control enemy movement.
  • To make an amphibious assault on a territory without a factory, transports can move one sea zone and attack an adjacent land on the same turn.
  • To make an amphibious assault on a territory with a factory that will have extra defense, transports can only attack from an adjacent sea zone they control at the beginning of the turn.
  • To fortify a territory by sea, transports can move one zone and fortify any adjacent land territory which will include ally held territories with factories.
  • Also, because of their size relative to vast ocean zones, they can move through allied controlled zones and pass undetected through enemy occupied zones. Rember this when defending your land territories or supporting your allies.

    Attacking from sea territories reduce attack by 10% to account for the difficulyt and cost of amphibious assaults.

    Establish convoys to bypass the front lines and supply troops to hot spots or areas of opportunity.

    Air group zone - Place units in these zones to convert them from infantry to aircraft with enhanced movenment capability and better resistance to return fire. The air group zone enables missions from the air base for bombing runs or ground support with any remaining aircraft returing to base. Units from this zone can attack other territories but cannot take or occupy them. Once converted, these units cannot leave an air group zone but can be transferred to other air group zones.

    Tip: Support Russia by transferring air units from US and UK to Karelia. Also, control Midway air base to bomb your opponent's mainland.

    Attack 35%

    Defense 15% (anti-aircraft fire)

    Movement of 6 zones (out and back for attacks or one way for transfers)

    *Exception: Air bases in capital territories can not attack other capitals. For example, the Luftwaffe can not attack Russia or UK and the RAF can not attack Germany.

    Attack and Defense - Each turn is considered to be a period of about a month, so each game attack represents a battle fought over this time period. (Historical examples would be the Battle of the Bulge, Battle for Stalingrad, Battle for Iwo Jima, and the Battle for El Alamein.) Because of this, it is assumed the defender has had time to select their ground and construct reinforments and therefore has the advantage. Attack is 60% and Defense is 75% which is a ratio of about 1.25. So, in general, an attacker will need 1.25 times the number of forces to keep pace with the defender.

    Building a factory - The UK can chose to build a factory in South Africa or Australia by paying the 15 bonus construction cost. The cost is paid by attacking the neutral territory from the UK territory. The attack and defense are both at 100%, so attacking with 16 units will give you control of the territory with 1 unit remaining on the factory. Placement is enabled on this factory territory. Because of logistical issues and other problems involved with foreign holdings, the factory territories have a limit of 8 units. These factories can be captured and used by your enemy. Anyone holding the territory surrounding the factory can attack at 100% with 0% defense, in effect taking over the factory and re-tooling it for their own purposes.

    Neutral territories - These territories are indicated by a black circle with white text and have a bonus of -1.

    Cards - No cards are used for this board. Luck will be in the battlefield dice only.

    Borders - Fortify only borders can not be seen in the Player "Board" tab. To see all borders visit the Board Explorer at http://www.wargear.net/boards/view/AA+World+Board/Board%20Explorer

    Gameplay Settings

    Gameplay TypeSimulGear
    Allow reinforcement moves before attack movesDisabled
    Allow reinforced units to attack in the same roundOff
    Allow order overloadingOn
    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 typeNone
    Allow override of fog settingYes
    Game historyShow

    Team Settings

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

    Cards

    CardsOff
    Card CaptureOn
    Maximum number of cards allowed5
    Card values
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned100
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve unitsUnlimited
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Chance of an attacker killing a defender60
    Chance of a defender killing an attacker75
    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:Seat
    Allow seat selectionSeats
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsSeats