Axis & Allies Wiki

Axis and Allies - The Original Game 1962 Scenario (v1.1)

- by Roger Cooper -


This Axis & Allies scenario is based upon 1962 Cuban Missile Crisis. There are only 4 powers: the Soviet Union, the United States, the Europeans and China. The Soviet Union & China are allied against the United States & Europe.

Map Changes

Argentina has a value of 2. Rio de Oro has a value of 0. All other neutrals are worth 1. Movement between the Black Sea space and the adjoining sea areas is controlled by Turkey. Eastern Europe & Turkey are adjacent.

Victory Conditions

The Communists win if the end of the turn, their income is higher than that of the Western powers. Remember that areas originally controlled by the enemy produce no income! The Western powers win by destroying all communist units.

Nuclear Weapons

The United States & the Soviet Union may launch 1 nuclear attack per turn. The attack can either be launched from a Missile Silo unit or dropped by a bomber. If a bomber is used, roll 1 die for each AA Gun or fighter in the target location, if any is a 1, the bomber is shot down first. Nukes can are used during the combat phase and can't be used against contested areas.

The effects of a successful attack are:

Roll for each unit individually, on a 1-3 it is destroyed. Industrial complexes and AA guns are subject to destruction. The owner receives no income for the area during his next income phase. No units can be produced by the industrial complex (even if it survives) during the owner's next production phase. Your opponent gains control of a non-aligned country. Your opponent receives 15 IPC for each power if you are the first to conduct a successful nuclear strike. Missile silos can be built in any territory you have an infantry in for 15 IPC(this could be allied territory). They can be taken as losses in combat. They can't move.

Non-Aligned Countries

All territories not part of the 2 alliances are non-aligned. They have 1 infantry for each point of economic value.. If you use nuclear weapons successfully, your opponent may choose 1 non-aligned country, giving control of if it to one of its component powers. (If the 2 allies can't agree, roll for who gets it).

The Western alliance can't attack non-aligned countries. The Communists can, but if they do, the Western alliance gains control of the attacked country plus one other of his choice.

Special Rules

Everyone except China has Super Subs and Jets.

China has Industrial Production.

Missile Silos, AA Guns and Industrial Complexes can all be taken as casualties in regular combat. (So stack some infantry with industrial complexes to protect against air attack). 1 Infantry may be built in an area without an industrial complex (or one disrupted by a nuclear attack) as long as the area has an income value of at least 1, was controlled for the entire-player turn and was part of the player's original territories (including non-aligned countries which joined your side voluntarily).

No new technologies may be developed.

Naval units can move 3 in non-combat movement.

AA guns can be stacked, but only 1 can fire in Air Defense. A guns also fire at 1 in regular combat(all guns firing as regular units).

Areas captured which were originally held by the other players produce no income.

Originally non-aligned areas produce income for the current owner even if your opponent gained control politically. A newly captured(or recaptured area) produces no income during the owner's next income phase.

Submarines, airplanes and missile shots may move to/from any north edge sea space for 1 mp.

The Soviets may move 1 infantry by air each turn, using either a fighter or a bomber. The infantry must start with the air unit. This can be a combat move, but if the air unit is shot down by AA fire, the infantry is lost. The carrying unit has no attack strength, but can be taken as loss in regular combat.

Order of Play

Soviet Union

United States



I suggest that the British pieces be used for Europe and the Japanese for the US. I suggest that German infantry be used for AA Guns, and inverted control markers for missile silos.

Initial Setup


All Russian areas plus, Ukraine, Eastern Europe, West Indies & Mongolia. You may choose which coast to deploy on.

Territory Inf Arm AA Ftr Bbr BB CV Sub Tra Ind Silo
Eastern Europe 3 2 1 2 1
Ukraine 3 2 1 2 1 1
Karelia 2 2 1 2 2 1
Moscow 7 7 1 6 2 1 1
Caucasus 2 2 1 2 1 1 1
Novosibirsk 2 1 1 1 1 1
Evenki National Okrug 2 1 1 1 1
Kazakhstan 2 1 1 1 1
Yakutsk 2 1 1 1 1
Soviet Far East 1 1 1 1 1 1 1
Mongolia 3
Cuba 2 1


Controls United States, Alaska, Hawaii, Midway, Wake Island, Okinawa, Caroline Islands, Solomon Islands, Japan, Philippines, Australia, New Zealand.

Territory Inf Arm AA Ftr Bbr BB CV Sub Tra Ind Silo
Eastern US 3 3 1 2 2 1 1
Western US 2 2 1 2 2 1 1
Alaska 1 1
Hawaii 1
Midway 1
Wake Island 1
Okinawa 1
Caroline Islands 1
Solomon Islands 1
Japan 2 1 1
Philippines 3
Australia 1 1
New Zealand 1
Turkey(no control) 1
Germany(no control) 1 1 1
UK (no control) 1 1
Atlantic Fleet 1* 1 1 2 1
Pacific Fleet 1* 1 1 2 1
  • 1 fighter starts on Carrier

Roll for starting deployment of each fleet, rolling each ship separately:

Atlantic Feet
1 East Coast of USA
2 East Coast of USA
3 Gulf of Mexico
4 Gulf of Mexico
5 UK
6 UK
Pacific Fleet
1 West Coast of USA
2 Hawaii
3 Philippines
4 Southeast Asia
5 Japan
6 Okinawa


Controls Britain, Western Europe, Germany, Southern Europe, Gibraltar, Turkey, Canada, Finland-Norway. Britain is Capital.

Territory Inf Arm AA Ftr Bbr BB CV Sub Tra Ind Silo
Britain 2 2 1 2 1 1 1 1
Western Europe 2 2 1 2 1 1
Germany 3 3 1 3 1
Southern Europe 2 2 1 2
Gibraltar 1
Turkey 1
Eastern Canada 1 1 1 1
Western Canada 1
Finland-Norway 2 1


Territory Inf Arm Ftr Ind
China 5
Sinkiang 5
Manchuria 5 1 1 1
Kwangtung 5 1 1 1

Controls Kwantung, Manchuria, China & Sinkiang. Starts with 5 infantry in each. In addition 1 armor, 1 fighter and an industrial complex in both Manchuria & Kwantung.


1 Infantry per point of Economic value.

Please address any questions or comments to I would appreciate hearing about how your games went.