The Axis and Allies 1914 errata,
was published November 24, 2014, correcting starting income for the United States and changes the setup chart for both the US and the Soviet Union.
In addition, it includes FAQ section that revisits defenseless transports and defends the uniform shapes of non-infantry pieces which happens to differ from the rule book silhouettes.
For details, click here.
(Links 404 over time)
The rule book shows Korea with 2 IPC. The board you pull out of your box will read 3.
Asked by one of our readers, “there are 3 territories controlled by Japan on main land Asia 1 (Korea) has a Japanese control marker, and the other 2 have Chinese control markers. However Japan controls all three at the beginning of the game. Is Japan allowed to place a major industrial complex on any of them?”
Here’s our answer.
With land units in contested territories,
what are your options? We review rules from Axis and Allies 1914, listing what you can do with your units; retreat, shift, or advance.
is a territory meaning little to the Central Powers. However, to the United States it is a launching pad to northern and southern Europe as well as Africa. It is one of the safest place to temporarily base your troops as you bide your time planning your next turn. We take a look and often over-looked nation of Portugal in World War 1 with sessions of Axis and Allies 1914.
is one of Axis and Allies 1914 most critical lynchpin territory. It is on Germany’s victory path to Paris. It bridges London protected by Britain’s sea mines. Germany is easily lured devoting resources trying to take and control. The fate of the war rests in the fate of Belgium in World War 1.
is a strategic territory for the Allied powers. It opens up a new front helping to support the Russian Empire and a thorn to the Ottoman. A candidate for U.S. landing zone, we take a closer inspection within Axis and Allies 1914.
is an all- important Axis and Allies 1914 lynchpin territory. It is on the front lines in a deadlocked battle for Italy’s survival and Austria’s ambitions. A vacuum of power draws all to it. Venice is Italy’s crystal ball. The future can be seen here.
Wizards of the Coast releases rules updates for Axis and Allies 1914.
Published June 6th, 2014, the errata comes with rules clarification from the original print.
Axis and Allies 1914: Canada,
is an unassuming territory far from peril. Providing 4 IPC per round for the British Empire, it seems to offer little. Across the Atlantic it provides strategic benefits if only the Allied powers care to notice.
Choosing to command the Soviet Union during a session of Axis and Allies Classic, was a brave choice.
We take a look back at the excitement, dangers, and the early decisions that made playing the Soviet Union so challenging. As soon discovered, there was no such thing as balanced and fairness.