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The ANZAC (AKA Australian-New Zealand Army Corps) are an independent power in Axis & Allies Pacific 1940, with their units and territories being grey, and starting with control of Australia, New Zealand and two and a half more islands. They are fully playable on their own, with their own income, army and turn, and if controlled by a intelligent and experienced player can make upwards of 20 IPCs per turn and effectively battle with Japan for control of the Indies and the southern Pacific.

At the Start[]

The ANZAC begin with ten territories. These territories cover Australia, New Zealand, the Solomon Islands, New Britain and New Guinea, and are marked by the ANZAC roundel and a greyish-brown colour. Despite starting with as many territories as the US, they are making roughly half the IPCs of them on the first turn, and roughly a fifth once war has been declared. This being said, their ten territories make exactly 10 IPCs.


ANZAC home territories

Initial Military[]

  • New South Wales: 1 Infantry, 1 Minor Industrial Complex
  • Queensland: 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base
  • New Zealand: 1 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base
  • Malaya: 1 Infantry
  • Sea Zone 62: 1 Destroyer, 1 Transport
  • Sea Zone 47: 1 Submarine

National Objectives[]

The ANZAC have two National Objectives (NOs). They are both fairly simple to fulfil, and can lead to the ANZAC making 15 IPCs per turn easily, and an extra 5 one turn. They are, as stated in the rulebook:

  • Gain 5 IPCs if the Allies (not including the Dutch) control Dutch New Guinea, New Guinea, New Britain and the Solomon Islands.
  • Gain 5 IPCs (one time) for occupying any island or territory originally Japanese.


The ANZAC are, admittably, by far the weakest independent nation to be in an Axis & Allies boardgame yet, but they are often the only Allied naval force in the South Pacific after an infamous J1 attack occurs, in which the British navy will be, for the most part, wiped out. Because of this, they are essential in ensuring an Allied victory.

Four Fighters[]

The ANZAC airforce is its most powerful initial force, and using these four fighters effectively can enormously help the Allied cause. There are two basic uses for these fighters, and depending on the experience and aggresiveness of the Japanese player, one may be more useful than the other.

Bolstering India[]

The first use of the fighters is to send them directly to the mainland, to bolster defenses in India. This is particularly useful if the Japanese player isn't pursuing a J3 India Crush, as it may keep India alive, and that can bring the Allies to victory. Four extra fours on defense is a mighty extra kick. If they are going for a J3 India Crush, they'll just be mowed down in the slaughter, and thus wasted.

Fighting for the Dutch East Indies[]

Should Japan be going for the J3 India Crush, bolstering India is not the best option for the ANZAC fighters. If Japan is fast enough, even the extra four fighters won't save India. Rather, they will be more effective in the Dutch East Indies, where they can help the ANZAC navy take control of the IPC-rich Dutch East Indies (DEI) and their surrounding sea zones, as well as scramble from Allied islands.

Dutch East Indies[]

The IPC-rich DEI are hugely valuable to the ANZAC, if all are controled by them, their income rockets up to 26 IPCs without Borneo, and 30 IPCs with (if India has fallen). However, this isn't particularly easy. If Japan is going for a J3 India Crush, they will most likely leave the DEI alone. This gives the ANZAC a prime opportunity to rush into the DEI and take some valuable IPCs. Concentrating entirely on navy is essential here, building one more transport A1 and then a cruiser A2 is a start towards building a powerful navy.

Three More Islands[]

There are three islands that the ANZAC should always keep an eye out for an opportunity to take (in order of importance): the Caroline Islands, the Phillipines and Palau. Caroline is important because it gives an extra naval/air base to the US, so they can hit Java, French Indo China and even Hong Kong and Shanghai. The Philippines give a 7 IPC boost to the US, whose navy can win or lose the war. And, last and certainly least, Palau will simply give the ANZAC an extra 5 IPCs, and is only really a good option when there aren't any others.

Submarine Frenzy[]

One fairly effective strategy for the ANZAC is to build subs, subs and almost nothing but subs, and spreading them all across the Pacific, to strike at lone transports or carriers (especially if they're carrying planes), or any small group of ships. This is especially useful for hitting convoys, and picking up IPCs en masse. Just three turns raiding a convoy or one sunken ship, and the sub has paye d for itself.

Fighter Frenzy[]

Another similar strategy is to churn out fighters, and nothing but. These, rather than picking at the Japanese navy and raiding convoys, are used for defending India. Just like the Bolstering India tactic mentioned above, flying planes directly to India can save the UK from absolute destruction.