Axis & Allies Rules Comparison

This page compares the rules for the different versions of Axis & Allies (excluding Axis & Allies: Miniatures, as it is a completely different game). The Classic rules are for the unpublished 3rd edition, which were widely used for tournaments. The first & second editions of the Classic rules are not covered. The Iron Blitz computer game used the 3rd edition rules. The original Nova Games editions is not covered. This also reflects the second edition of A&A: Europe.

AA Guns

Revised Can fire at the enemy whenever overflown. Can stack AA guns but only 1 can fire. AA guns
target specific aircraft.
Classic Can fire during enemy combat movement. Can't stack AA.
Europe Can fire during enemy combat movement. Can stack AA guns but only 1 can fire.
Pacific Can fire during enemy combat movement. Can stack AA guns but only 1 can fire.
D-Day Not used. Artillery fires at planes


Air Bases

Pacific Air bases are marked on certain islands. Planes flying off bases receive 1 area bonus. It does
not apply to aircraft flying to the island, regardless of side.


Aircraft Carriers

Revised Costs 16. Fighters can be built directly on carriers.

Classic

Europe

Pacific

Costs 18. Fighters can't be built directly on carriers.


Artillery

Revised

Europe

Pacific

2-2-1. Costs 4. May pair with 1 infantry on attack, raising its attack to 2.
D-Day 2-2-1. Costs 4. May pair with 1 infantry on attack, raising its attack to 2. Can shoot down air units on a 1.


Battleships

Revised 2 hits to sink, repair immediately for free at end of battle. Bombardments take place before regular combat
Classic 1 hit to sink. Bombardment occurs during first round.

Europe

Pacific

2 hits to sink, repair immediately for free at end of battle. Bombardments take place before regular combat

Blockhouses

D-Day Attack 3, Defend 1. No movement. May attack land units in adajcent sea zones. Chooses losses when attacking.


Bomber

D-Day Attacks at 3. Chooses target. Unlimited movement. Can't end in an area with friendly units.
Others 4-1-6. Can strategically bomb.


Convoys

Europe They are captured like land areas. Only the original owner can draw income from them.
Pacific They are captured like land areas. Only the original owner can draw income from them. If the
convoy has no income, it controls the income of the named area. Income can only be drawn if
the area and the convoy are controlled by the same side.


Destroyers

Revised 3-3-2. Costs 12. Blocks all enemy submarine special abilities. No bombardment.

Europe

Pacific

Costs 12. Blocks enemy submarine special abilities. Allows air units to attack submarines. Bombards at 2.


Fighters

Revised 3-4-4. Cost 10. Not involved in strategic bombing. Can be built on adjacent carriers.
Classic 3-4-4. Cost 12. Not involved in strategic bombing. Can't be build on adjacent carriers.
Europe 3-4-4. Cost 12. Can escort & attack strategic bombers. (Escorts fire at 1, interceptors at 2).
Can't be built on adjacent carriers.
Pacific 3-4-4. Cost 12. Can escort & attack strategic bombers. (Escorts fire at 1, interceptors at 2).
May make a non-combat move to an adjacent sea zone if no other movement made that turn.
Will land at beginning of your next turn. Can't be built on adjacent carriers.
D-Day Do not attack during your combat phase. Instead moving it to an area. An enemy unit that
moves in or out is attacked at a 1. Each fighter gets a shot at each enemy. Can only be
attacked by artillery (at a 1).


First Turn Rules

Classic The Russians can't attack on the first turn.
Pacific Allied forces defend at 1 (except Chinese)

Industrial Complex

Revised Can only build a number of units equal to its income. Can't be built in 0 value areas.
Classic Original industrial complexes can build any number of units. IC's built during the game can only
build a number of units equal to its income. Can build 1 unit in 0 value areas.

Europe

Pacific

D-Day

Unlimited builds. No new complexes.


Lend-lease

Europe During the Soviet non-combat move phase, he may convert Allied units in his territories with Industrial Complexes to Soviet.


Marines

Pacific Costs 4. Receives a +1 on amphibious attacks. Cumulative with artillery bonus.


Middle East

Europe Germans collect income from captured Middle East areas directly from an Allied Player. The
Allied player chooses who.

Naval Bases

Pacfic Naval units can move 3 during non-combat movement, if naval bases are in both the starting
and ending areas. The island must be controlled for each base. Newly captured areas are fine


Neutrals

Classic Can be invaded for 3 IPC's.

Revised

Europe

Pacific

Impassable


Order of Player

Revised

Classic

USSR-Germany-UK-Japan-USA
Europe Germany-USSR-UK-USA
Pacific Japan-UK-USA
D-Day Germany-UK-US


Retreat

Revised

Europe

Pacific

Attackers can retreat after any combat round, except for land units in an amphibious invasion.
Defending subs can retreat after any combat round.
Classic

Attackers can retreat after any combat round, except for units in an amphibious invasion.

Defending subs can retreat after any combat round.

D-Day 1 round of combat per turn. No retreats. Land units in contested areas can't move.


Stacking

Revised

Classic

Europe

Pacific

Unlimited
D-Day 8 land units per side per area. 4 fighters per area. No limit on bombers or blockhouses.


Submarine

Revised Submarines fire during opening fire, on attack or defense. May submerge after round of combat.
Can move through enemy sea zones without fighting. An enemy destroyer negates all these
abilities (it fires in regular combat).
Classic First fire on attack. Can retreat after any round of combat.
Europe First fire on attack. Can retreat or submerge after any round of combat. Destroyers negate
submarine first fire. Air units can only attack subs if destroyers are present.
Pacific First fire on attack. Can retreat or submerge after any round of combat.


Tank Defense

Revised Defend at 3

Classic

Europe

Pacific

Defend at 2
D-Day Axis defend at 3, Allied Defend at 2


Transports

Revised Can carry 1 infantry + 1 other land unit. Can load if submerged sub present.
Classic Can carry 2 infantry or 1 other land unit. (Subs can't submerge)

Europe

Pacific

Can carry 1 armor or 2 other land units. Can't load load if submerged sub present.


Victory Conditions

Revised Hold 9 victory cities at the end a complete turn. (The number can be varied).
Classic Take 2 enemy capitals. In addition, the Axis can win by holding 84 points of income at the end
of a turn.
Europe Take any enemy capital.
Pacific Japan scores 1 VP for every 10 points of income (less strategic bombing losses). Bid for VP
level for victory.
D-Day Allies win by having an uncontested control of all 3 objective cities for an entire turn by turn
10.