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Axis and Allies Classic - 1939 Variant Setup It is the autumn of 1939. Japan is at war with China. England and France are at war with Germany. The U.S.S.R. and United States are neutral. Germany has conquered Poland and is ready to turn against the West while Japan continues its war in China. The United States is a sleeping giant. The U.S.S.R. remains an unaligned outsider, waiting for the right moment to strike.


U.S.S.R. - Starting Income $27 Russia: 3 infantry, 1 armor, 1 antiaircraft gun, 1 fighter, 1 industrial complex Karelia SSR: 2 infantry, 1 antiaircraft gun, 1 fighter, 1 industrial complex Ukraine SSR: 2 infantry, 2 armor Evenki Nat'l Okrug: 1 infantry Yakut SSR: 1 infantry Soviet Far East: 1 infantry USSR controls Caucasus, Kazakh SSR, and Novosibersk.

The U.S.S.R. begins the game as a neutral power. The U.S.S.R. is weak but can come in on either side, and may conquer up to one neutral territory per turn at no cost. Prior to choosing a side they may be attacked by either the Axis or the Allies. If the U.S.S.R. chooses a side and joins the war they may not attack or be attacked by that side for the rest of the game.

The U.S.S.R. has entered into a non-aggression treaty with Japan. If Japan attacks a Soviet territory, the U.S.S.R. player may place four infantry for free in that territory before resolving combat. If the U.S.S.R. attacks Japan first they lose this advantage.

Germany - Starting Income $18 Germany: 8 infantry, 3 armor, 1 antiaircraft gun, 3 fighters, 1 bomber, 1 transport, 1 submarine, 1 industrial complex Southern Europe: 1 infantry, 1 armor, 1 antiaircraft gun, 1 battleship, 1 transport, 1 industrial complex Libya: 1 infantry Italian East Africa: 1 infantry

United Kingdom - Starting Income $25 United Kingdom: 3 infantry, 1 antiaircraft gun, 1 fighter, 1 bomber, 2 battleships, 1 transport, 1 industrial complex Australia: 1 infantry India: 1 infantry, 1 transport Union of South Africa/Angola: 1 infantry, 1 transport Anglo-Egypt Sudan: 1 infantry, 1 submarine United Kingdom controls Eastern Canada, Gibraltar, Belgian Congo, Kenya-Rhodesia, Syria-Iraq, New Zealand, New Guinea, Solomon Islands, and Western Canada.

France - Starting Income $13 Western Europe: 6 infantry, 1 armor, 1 fighter, 1 antiaircraft gun Algeria: 1 infantry, 1 battleship France controls French West Africa, French Equatorial Africa, French Madagascar, and French Indo-China Burma.

Japan - Starting Income $12 Japan: 8 infantry, 1 antiaircraft gun, 2 fighters, 2 battleships, 1 carrier + 1 fighter, 2 transports, 2 submarines, 1 industrial complex Manchuria: 3 infantry, 1 fighter Okinawa: 1 infantry Caroline Islands: 1 infantry

Japan begins the game at war with China and can declare war on the Allies on the Combat Movement phase of any of its turns. For this turn, Japan attacks in a normal fashion, but Allied units may defend only with a roll of 1. Exception: Any attacks made in Chinese territory are defended by rolling at full strength.

China - Starting Income $7 China: 2 infantry, 1 fighter Kwangtung: 1 infantry China controls Sinkiang.

United States - Starting Income $29 Eastern USA: 1 infantry, 1 antiaircraft gun, 1 fighter, 1 transport, 1 industrial complex Western USA: 1 infantry, 1 antiaircraft gun, 1 fighter, 1 carrier + 1 fighter, 1 transport, 1 industrial complex Alaska: 1 infantry Hawaiian Islands: 1 infantry, 1 battleship, 1 submarine Midway Island: 1 infantry United States controls Philippine Islands, Wake Island, and West Indies.

The United States begins the game as a neutral power. The United States negotiates for neutral territory control using cash and can enter the game once attacked by the Axis.

If one Axis power attacks a territory or sea zone controlled by the United States, the other Axis power is also considered to be at war with the United States.

France and China France and China begin the game as minor powers. They both start the game with no industrial complex. Until they build an industrial complex they may only produce infantry in any of their territories with an IPC value. The number of units they may produce is limited to the IPC value of the space. After an industrial complex is built they may produce any of the units available to the other powers. When their capitols are captured they surrender their IPC's like any other power. France's capitol is Western Europe. China's capitol is Sinkiang.

Neutral Territories Neutral territories are Afghan, Angola, Argentina-Chile, Borneo-Celebes, Brazil, Eire, Finland-Norway, Eastern Europe, East Indies, Mexico, Mongolia, Mozambique, Panama, Persia, Peru, Rio de Oro, Saudi Arabia, Spain, Sweden, Switzerland, Turkey, Venezuela-Colombia.

The United States can take control of neutral territories using cash. After paying the $3 penalty for violating neutrality, the United States player may place their national control marker on the space and collect income if the territory has an IPC value. The United States player does not have to place units in the neutral territory to take control of the space.

Neutral territories that the US has purchased such as Borneo Celebes, East Indies, are considered part of the US. If a neutral territory is purchased by the US and is later occupied by an Axis power it is considered an attack and the US enters the war on the side of the Allies.

Standard neutral rules apply to the U.S.S.R. except that they may conquer up to one neutral territory per turn at no cost.

Standard neutral rules apply to the Axis powers except that they may attack any neutral territory with an IPC value or any sea zone without penalty. This includes Allied and Soviet territories and sea zones.

Since Japan is not at war with France at the beginning of the game, they must treat French Indo-China Burma as a neutral territory and pay the $3 penalty to enter the space. If France has been conquered, this space is treated as a neutral territory with an IPC value and Japan may attack and take control of the space with no penalty.

Order of Play: U.S.S.R. Germany United Kingdom France Japan China United States