Ben. 6+ years later. Thank you so much for this video! Very well done. I like the cadence at which you speak and the depth you explain each rule. Very, very, well done! +1 subscriber today. Thanks!
because of your dedication to reviewing all the axis and allies editions, so I don't have to constantly re read all the instructions for each game, is the reason your channel is always my go to.
9:40 Phase 1: Research and Breakthroughs 14:33 Phase 2: Purchasing Units 16:41 Phase 3: Combat Unit Movement 21:49 Phase 4: Combat Phase 27:39 Strategic Bombing Raid 30:18 Amphibious Assault 31:40 Phase 5: Non-Combat Movement 32:10 Phase 6 Mobilise Units 32:59 Phase 7: Collect Income 34:19 Other Rules, Including HOW TO WIN and CHINA
Just found this video as I prep for the reprint this year, and a couple really interesting changes for this edition came to mind. It made Cruisers better, defending at a 4, which actually really is a nice improvement for their cost over 1942 second edition. The technological breakthroughs are super fun and could make every game a new experience and I love them! AA guns costing 6 instead of 5 is interesting, but maybe it helps balance out Rocket tech; I'd prefer if they stayed at 5 though as they already aren't bought ever. Overall very excited for my reprint to arrive and to get to play this amazing version of the game :)
The Anniversary edition, is my personal favourite Axis & Allies variant, but the one small downside for me personally, is the lack of unique Italian unit pieces, other than that perfect game if you ask me.
In A&A Anniversary: Anti-aircraft guns roll 1 die for each plane attacking the territory that the AA gun is in. Note: only 1 AA gun is active in a territory, no matter how many AA guns may be in said territory. The up to 3 die limit for AA guns is in later versions of Axis&Allies.
1. In your example on Sea Combat. If the submarine survived the battle and the attacker was to attack again would the submarine have another surprise attack role? 2. If I have 2 antiaircraft Guns on one Land Zone do they both fire at the planes, thus throwing double the dice for each plane? 3. Can you retreat from an amphibuous assualt when the transport has begun the offload onto the land zone? 4. Can you load a unit onto a transport and offload it on the same land zone you loaded it from? 5. When retreating from a battle on land and the attacker got several units from several different land zones onto the same enemy land zone to conduct combat do you have to retreat them onto the same land zone if you choose to retreat? Thanks Harsh for the great video :)
1. Yes. Unless there is a destroyer in battle which nullifies this ability. 2. Per the rules, only one AAA can fire at planes. 3. I believe you can only retreat from the Sea Battle not the offload portion. 4. I don't see why not. 5. I think they need to go back to where they came from.
Harsh Rules: Board Game Tutorials lmao sorry but I had to laugh at your answer at 5. It’s almost as if trump is speaking. Anyway for 5 I am confused with that cause I thought in a retreat the units all must move back into 1 friendly territory, not multiple. If you moved them back into multiple friendly zones wouldn’t that be a non-combat move?
Great video man, very well done! One thing on the subject of sinking a carrier with planes still aloft. I believe they need to be able to land within 1 space of the current location if they happen to survive the battle. If not they will be lost as well. Please correct me if I am wrong on this. 🤙
I think you are right, that means that if you want to save your aircraft that carrier can’t be more than 1 sea zone away from the coast(I mean the sea zone adjacent to a coastal line)or there must be a friendly island in the sea zone the carrier is lost in.
Hi, where in the rules does it talk about the optional rule for bombing raides, where you can include fighters? Also where in the rules does it state AA guns can only target a maximum of 3 air units while defending?
Hey Harsh Rules A very nice tutorial on the game, I have some questions about the game: 1. Can a destroyer chose to ignore combat with an submerged submarine (even tho it nullifies the ability) when passing through the same sea zone (as the one the sub sits in)? 2. A transporter can have other friendly player units as cargo but can it use them in the amphibious assault? 3. Can a carrier provide landing and transport of other friendly player's fighters? If so what happens if it attacks or defends? 4. Do you capture aa-guns the same way you capture industrial complexes when taking over territory? 5. Can you mobilize new units at friendly player's industrial complexes or just your own?
1. Interesting question. I would think you could do this. A destroyer should be able to block a submarine and not vice-versa. I can't find anything in the rule book. You'd probably need he other players to agree. 2. I don't believe they can participate in the amphibious assault, because typically they can only attack during their nation's turn. "Land units belonging to friendly powers must load on their controller’s turn, be carried on your turn, and offload on a later turn of their controller." 3. An aircraft carrier can carry up to two fighters, including those belonging to friendly powers. I believe they can defend, but can only attack on their nation's turn 4. If a territory is captured, any antiaircraft guns there are also captured. Their new owner is the player 5. Just your own.
You didn't mention that Heavy Bomber tech can also attack with two dice, choosing the best outcome out of the two. Also any casualties hit from submarine surprise attacks are removed before they can retaliate, aside from defending submarine surprise attacks, which imo attacking and defending surprise attack should be rolled simultaneously to avoid confusion.
I have a question about how does paratroopers are managed or operate? I understand a bomber act as an air aerial cargo transport, but does it can deliver the paratroopers behind enemy lines? or they must be delivered on the first enemy territory it encounters? Does the paratroopers can jump in the combat move phase and attack in the conduct combat phase? Thanks! Great video by the way!
Will you do one of these for Global 1940 the Europe and Pacific together? This is so new I would assume many people would like to view it??? You do an awesome job in every aspect on these by the way!!!
Definitely! I posted the slides over at Board Game Geek a while back. You can find them here: www.boardgamegeek.com/filepage/168120/harsh-rules-anniversary-slides
Most Axis and Allies games end when it is clear someone is going to win. Typically when Germany or USSR are defeated because in most games, they are the first two that die.
Harsh Rules: Breaking Down Boardgames Hi. Just wondering, the only ww1 1914 A&A k could find are hundreds of dollars online and out of stock on amazon. Any relatively cheap units available online?
A question on anti air in this version. Do IC's not have built in air defenses here? If that is the case can a single anti air gun fire back at both a strategic bombing raid and an ordinary air attack on friendly ground units in the same turn?
I feel like the rules for AA guns change in every version of the game. I had to check the rule book again. In Anniversary, the IC does not have built in defenses. AA guns can fire during a Strategic Bombing Raid AND an ordinary attack as long as those attacks are against the territory the AA gun is in. Some earlier games, would allow AA guns to fire at fighters and bombers that flew over a territory with an AA gun. The Anniversary edition does not allow this fly over attack rule.
@@harsh-rules Thanks for the clarification, that is what I suspected. I actually prefer that the IC doesn't have automatic air defences as it makes AA guns actually quite vital and worth buying if they operate like that.
Great video, but wasnt there a rule where the industrial buildings could defend itself with AA guns AFTER the aircrafts went past the AAA? Also, is it correct, that loading and unloading units on to transport doesnt count as moving for the units?
Hi! how can I purchase sea units? Is it necessary to have industrial complex built at the seaside? For example if I play as Soviet Union and have my complex built in Moscow area. Thanks in advance for yr answer :)
Yes, an industrial complex must be adjacent to a sea zone to produce sea units. Per the rules on page 24, "Place sea units only in sea zones adjacent to territories containing eligible industrial complexes. New sea units can enter play even in a hostile sea zone. No combat occurs because the Conduct Combat phase is over."
The BIG down side to this game is the use of dice for battle out come. May the luckiest ( not smartest ) man win. I made up a point system for each unit so there is no dice and no luck involved. You see what your next move is and what units you are up against and then you work out what you are going to need to finish it. Try to work out a points system for your game. It makes it a much better game to play.
@@sagat24 Yes mate it works really well. For example one infantry is worth 3 points and can do 3 points worth of damage. One armer is worth 5 points and can do 5 points worth of damage and so on. You can also use bombers as troop carriers and drop off parratroupers but the bomber can't be used as a bomber in that round. The longest game I played using this way against myself took me around 76 hours to complete. I strongly recomend playing against your self because it really sharpens you up as you are pitting your own wit against itself.
Yes, if you want to attack with them. You can load, move, unload into friendly territory in the Non-Combat Move Phase. Otherwise, you'd need to use an amphibious Assault to load, unload, and attack in Combat Phase.
Yes as long as the shoreline is clear to make the landing. If there are enemy ships, then you'd need to fight a sea battle to hit the beach. Can't do that with Transports alone.
Most of the rules and game pieces are the same. However, there are some differences in rules and game pieces between these versions. Once you get familiar with one of these deluxe versions, learning the differences in the others doesn't take that long.
StormHedge Studios unlimited. If any of your units can reach it, they can fight there. There is strategy (of course) but there are no limits on battles engaged in during a turn.
Leave comment about Japanese occupation out of the video. This is a rule video, don't insert propaganda. There is place and time to do it. Each nation do terrible things, and it is unfair just to highlight one of them.
Due to the facts of History, Japan has already invaded in 1937 so obviously the game starts with a Japanese occupation and there is no propaganda about it.
Ben. 6+ years later. Thank you so much for this video! Very well done. I like the cadence at which you speak and the depth you explain each rule. Very, very, well done! +1 subscriber today. Thanks!
because of your dedication to reviewing all the axis and allies editions, so I don't have to constantly re read all the instructions for each game, is the reason your channel is always my go to.
9:40 Phase 1: Research and Breakthroughs
14:33 Phase 2: Purchasing Units
16:41 Phase 3: Combat Unit Movement
21:49 Phase 4: Combat Phase
27:39 Strategic Bombing Raid
30:18 Amphibious Assault
31:40 Phase 5: Non-Combat Movement
32:10 Phase 6 Mobilise Units
32:59 Phase 7: Collect Income
34:19 Other Rules, Including HOW TO WIN and CHINA
This was an amazing video on how to play explained everything very well
These are the most detailed and best done game guides I've ever seen.
East Poland is shown Neutral at 3:07
India does not contain an industrial complex at the beginning of 1941
Thank you very much for this anticipated how to play! It’s easy to get lost with so many videos around concentrating on details.
You're welcome! I try to aim these tutorials at new players.
This video is amazing, and a great explanation (much better than the rulebook). Please do Axis & Allies D-Day!
If you haven't already seen it: ruclips.net/video/lRJt58k8IoE/видео.html
Great video introduction, thanks! Very clear and well organized and presented.
Just found this video as I prep for the reprint this year, and a couple really interesting changes for this edition came to mind. It made Cruisers better, defending at a 4, which actually really is a nice improvement for their cost over 1942 second edition. The technological breakthroughs are super fun and could make every game a new experience and I love them! AA guns costing 6 instead of 5 is interesting, but maybe it helps balance out Rocket tech; I'd prefer if they stayed at 5 though as they already aren't bought ever.
Overall very excited for my reprint to arrive and to get to play this amazing version of the game :)
The Anniversary edition, is my personal favourite Axis & Allies variant, but the one small downside for me personally, is the lack of unique Italian unit pieces, other than that perfect game if you ask me.
Wow. What a great tutorial. Well organized and short and to the point. Keep up the good work.
“short”
you had my attention when after Napoleon, Sun Tzu you had Hannibal.
I like that he had to clarify you can't share technology.
In A&A Anniversary:
Anti-aircraft guns roll 1 die for each plane attacking the territory that the AA gun is in. Note: only 1 AA gun is active in a territory, no matter how many AA guns may be in said territory.
The up to 3 die limit for AA guns is in later versions of Axis&Allies.
Thanks
@@Nova-kq9ek But house rule it otherwise it is a bit absurd
1. In your example on Sea Combat. If the submarine survived the battle and the attacker was to attack again would the submarine have another surprise attack role?
2. If I have 2 antiaircraft Guns on one Land Zone do they both fire at the planes, thus throwing double the dice for each plane?
3. Can you retreat from an amphibuous assualt when the transport has begun the offload onto the land zone?
4. Can you load a unit onto a transport and offload it on the same land zone you loaded it from?
5. When retreating from a battle on land and the attacker got several units from several different land zones onto the same enemy land zone to conduct combat do you have to retreat them onto the same land zone if you choose to retreat?
Thanks Harsh for the great video :)
1. Yes. Unless there is a destroyer in battle which nullifies this ability.
2. Per the rules, only one AAA can fire at planes.
3. I believe you can only retreat from the Sea Battle not the offload portion.
4. I don't see why not.
5. I think they need to go back to where they came from.
Harsh Rules: Board Game Tutorials thanks Harsh great help
Harsh Rules: Board Game Tutorials lmao sorry but I had to laugh at your answer at 5.
It’s almost as if trump is speaking. Anyway for 5 I am confused with that cause I thought in a retreat the units all must move back into 1 friendly territory, not multiple. If you moved them back into multiple friendly zones wouldn’t that be a non-combat move?
Great video man, very well done!
One thing on the subject of sinking a carrier with planes still aloft.
I believe they need to be able to land within 1 space of the current location if they happen to survive the battle. If not they will be lost as well.
Please correct me if I am wrong on this. 🤙
I think you are right, that means that if you want to save your aircraft that carrier can’t be more than 1 sea zone away from the coast(I mean the sea zone adjacent to a coastal line)or there must be a friendly island in the sea zone the carrier is lost in.
I love This Video. Its Slow but You won't feel Boring!! :))))))))))) Thank You!!!!!!!!!
Hi, where in the rules does it talk about the optional rule for bombing raides, where you can include fighters? Also where in the rules does it state AA guns can only target a maximum of 3 air units while defending?
I believe some of this comes from some other A&A games, and not AA50
Many many TnX!
Fantastic guide
Merry christmas to our family's home and country. USA. Forever.God bless us all.
Hey Harsh Rules
A very nice tutorial on the game, I have some questions about the game:
1. Can a destroyer chose to ignore combat with an submerged submarine (even tho it nullifies the ability) when passing through the same sea zone (as the one the sub sits in)?
2. A transporter can have other friendly player units as cargo but can it use them in the amphibious assault?
3. Can a carrier provide landing and transport of other friendly player's fighters? If so what happens if it attacks or defends?
4. Do you capture aa-guns the same way you capture industrial complexes when taking over territory?
5. Can you mobilize new units at friendly player's industrial complexes or just your own?
1. Interesting question. I would think you could do this. A destroyer should be able to block a submarine and not vice-versa. I can't find anything in the rule book. You'd probably need he other players to agree.
2. I don't believe they can participate in the amphibious assault, because typically they can only attack during their nation's turn. "Land units belonging to friendly powers must load on their controller’s turn, be carried on your turn, and offload on a later turn of their controller."
3. An aircraft carrier can carry up to two fighters, including those belonging to friendly powers. I believe they can defend, but can only attack on their nation's turn
4. If a territory is captured, any antiaircraft guns there are also captured. Their new owner is the player
5. Just your own.
Awesome!! Thank you.
I was the 1,000th like. Thank you for the fantastic rules overview.
This was great! Thank you!
That was a great help, thank you.
You didn't mention that Heavy Bomber tech can also attack with two dice, choosing the best outcome out of the two. Also any casualties hit from submarine surprise attacks are removed before they can retaliate, aside from defending submarine surprise attacks, which imo attacking and defending surprise attack should be rolled simultaneously to avoid confusion.
I have this version, the best ever!
Thank you Mr.Harsh
I have a question about how does paratroopers are managed or operate? I understand a bomber act as an air aerial cargo transport, but does it can deliver the paratroopers behind enemy lines? or they must be delivered on the first enemy territory it encounters? Does the paratroopers can jump in the combat move phase and attack in the conduct combat phase? Thanks! Great video by the way!
Luis Del Bosque I believe you have to drop the paratrooper off the first enemy territory you encounter.
Will you do one of these for Global 1940 the Europe and Pacific together? This is so new I would assume many people would like to view it??? You do an awesome job in every aspect on these by the way!!!
I'm building up to it. The next video is Axis & Allies WWI: 1914. After that production begins on 1940 Global.
That’s awesome
Ty for video it cleared up some things we havent been doing right
This was great. Is there a way to get a PowerPoint with these slides. I would like to use some for reference during game play.
Definitely! I posted the slides over at Board Game Geek a while back. You can find them here: www.boardgamegeek.com/filepage/168120/harsh-rules-anniversary-slides
Most Axis and Allies games end when it is clear someone is going to win. Typically when Germany or USSR are defeated because in most games, they are the first two that die.
Please, do a video on Axis & Allies 1914 WW1. Thank you for your videos.
I've been working on it. It's coming out this week!
Harsh Rules: Breaking Down Boardgames Hi. Just wondering, the only ww1 1914 A&A k could find are hundreds of dollars online and out of stock on amazon. Any relatively cheap units available online?
"It's all part of the plan"
- Joker , The Dark Knight
This video explained everything very well, thank you!
A question on anti air in this version. Do IC's not have built in air defenses here? If that is the case can a single anti air gun fire back at both a strategic bombing raid and an ordinary air attack on friendly ground units in the same turn?
I feel like the rules for AA guns change in every version of the game. I had to check the rule book again. In Anniversary, the IC does not have built in defenses. AA guns can fire during a Strategic Bombing Raid AND an ordinary attack as long as those attacks are against the territory the AA gun is in. Some earlier games, would allow AA guns to fire at fighters and bombers that flew over a territory with an AA gun. The Anniversary edition does not allow this fly over attack rule.
@@harsh-rules Thanks for the clarification, that is what I suspected. I actually prefer that the IC doesn't have automatic air defences as it makes AA guns actually quite vital and worth buying if they operate like that.
Thanks man! I just got this game!
Good timing!
Great video, but wasnt there a rule where the industrial buildings could defend itself with AA guns AFTER the aircrafts went past the AAA?
Also, is it correct, that loading and unloading units on to transport doesnt count as moving for the units?
Justin Channell, no, you cannot move units after they are offloaded from a transport.
you, sir, are effing awesome.
Hi!
how can I purchase sea units? Is it necessary to have industrial complex built at the seaside? For example if I play as Soviet Union and have my complex built in Moscow area.
Thanks in advance for yr answer :)
Yes, an industrial complex must be adjacent to a sea zone to produce sea units. Per the rules on page 24, "Place sea units only in sea zones adjacent to territories containing eligible industrial complexes. New sea units can enter
play even in a hostile sea zone. No combat occurs because the Conduct Combat phase is over."
Nice video.
Cruisers defend on 3 not 4 as in graphic
I can’t believe I found the Pacific 1940 1st version for 80 bucks. Now I can play with Europe now
Sorry total noob question here but Unit's can move through allied held area's right like Italy could move through German or Japanese held territory ?
Yes, you can move into or through allied friendly territory.
Thank you! Am confused... can aircraft carriers move with their planes on deck? Or they have to be launched every time the ships moves? Thank you!
Don't worry, Aircraft Carriers can move with ships on their deck.
Just read the rule book, it's pretty clear.
The BIG down side to this game is the use of dice for battle out come. May the luckiest ( not smartest ) man win. I made up a point system for each unit so there is no dice and no luck involved. You see what your next move is and what units you are up against and then you work out what you are going to need to finish it. Try to work out a points system for your game. It makes it a much better game to play.
@@sagat24 Yes mate it works really well. For example one infantry is worth 3 points and can do 3 points worth of damage. One armer is worth 5 points and can do 5 points worth of damage and so on. You can also use bombers as troop carriers and drop off parratroupers but the bomber can't be used as a bomber in that round. The longest game I played using this way against myself took me around 76 hours to complete. I strongly recomend playing against your self because it really sharpens you up as you are pitting your own wit against itself.
Do troops have to load in the non combat phase and offload in an enemy territory during next combat phase? Thank you very much.
Yes, if you want to attack with them. You can load, move, unload into friendly territory in the Non-Combat Move Phase. Otherwise, you'd need to use an amphibious Assault to load, unload, and attack in Combat Phase.
Thank you very much! So load, move the ships and amphibious assault all can be done in the combat phase.
Yes as long as the shoreline is clear to make the landing. If there are enemy ships, then you'd need to fight a sea battle to hit the beach. Can't do that with Transports alone.
Harsh Rules: Board Game Tutorials yes, that i forgot to write but its clear, thank you so much!
How do you know how many hits a unit can take
Isnt there like only 2000 copies of the game?
Are pieces and gameplay same for Anniversary and Europe/Pacific global...troop color match etc
Most of the rules and game pieces are the same. However, there are some differences in rules and game pieces between these versions. Once you get familiar with one of these deluxe versions, learning the differences in the others doesn't take that long.
Great, thanks!
How many territories can you attack during your turn?
StormHedge Studios unlimited. If any of your units can reach it, they can fight there. There is strategy (of course) but there are no limits on battles engaged in during a turn.
Thank you so much that was very helpful
Did you say “5 sided die” instead of 6. 10:00
This great I hope the next axis allies you do is global
I'm building up to it. That was going to be tough.
Great Work. 'hanks
10:00 i five sided dice?...
Thank you!
Great "quotes."
👍🏻
Paicfic NOT 1940
Love this. But i don’t think the Russians have 14 battleships...
Oops. You're right. My goof.
Pleeeeeeeeeeeeeees
Pacif
Leave comment about Japanese occupation out of the video. This is a rule video, don't insert propaganda. There is place and time to do it. Each nation do terrible things, and it is unfair just to highlight one of them.
Cry
Due to the facts of History, Japan has already invaded in 1937 so obviously the game starts with a Japanese occupation and there is no propaganda about it.
Awesome! Thank you