Axis & Allies Wiki

The rules comparison charts do not cover the operational games as they are too divergent from the main system. Check the abbreviations page for the abbreviations.

Version AA Fire Timing
AAC,AAE,AAP,IB During enemy combat movement
AAR During enemy movement
AA50,AA42 At the start of combat, not when flying over
AAD In Artillery Shoots at Planes phase
Version AA Guns
AAC Can only fire during enemy combat movement. Can't stack AA. Costs 5.
AAR,AAP,AAE Can fire whenever overflown. Can stack AA, but only 1 can fire. Costs 5.
AAD Not used. Artillery fires at planes.
AA50,AA42

Can only fire during combat movement. Costs 6. Can stack but only 1 can fire.

AA41 Not Used
Version Air Bases
AAP,,AA50 Certain islands are designated as airbases. Air units flying from airbases add 1 to their movement allowance.
AAG40 Air bases may be built in any area, giving a bonus of 1 to air movement from. In addition, fighters and tactical bombers at air bases on islands can scramble defend neighboring ships.
Others Not used
Version Aircraft Carriers
AAC,AAE,AAP,IB Costs 18. Fighters can't be build on carriers. Defends at 3
AAR Costs 16. Fighters can be built on carriers. Defends at 3
AA50,AA42 Costs 14. Fighters can be built on carriers or simultaneously with carriers. Defends at 2.
Version Armor Defense
AAC,AAE,AAP,IB Defend at 2
AAD Germans defend at 3, Allies defend at 2
AAR,AA50,AA42 Defend at 3
Version Artillery
AAC Not used
AAD Can shoot down air units on a 1
Version Battleship
AAC 1 hit to sink. Bombardment during first round. Cost 24
AAR 2 hits to sink (repairs after battle). Cost 24
AA50,AA42 2 hits to sink (repairs after battle). Cost 20
AA40 2 hits to sink. Repairs at start of turn at friendly base. Cost 20.
Version Blockhouses
AAD Attack 3, Defend 1 don't move. May also attack land units in adjacent sea zones. Attacker chooses losses.}
Version Bombardment
AAC,AAE,AAP Occurs during first round. Any enemy ship spoils
AAR Occurs before first round. Any enemy ship spoils
AA50,AA42 Occurs during first round. Number of bombarding ships can't exceed number of invading units. Any enemy surface warship spoils.
Version Bomber
AAR,AAC,AAP Costs 15. Can engage in strategic bombing
AA50,AA42 Costs 12. Can engage in strategic bombing
AAD Attacks at 3. Chooses target. Unlimited movement. Can't attack contested areas
Version China
AA50 China receives no IPC’s but builds 1 infantry per 2 areas held at the end of the turn. Chinese may only be in areas with a Chinese flag and Kwangtung. Chinese may not build in areas with 3+ Chinese units.
AAP40 Chinese may only be in areas with a Chinese flag, Kwangtung & Burma. Can only build infantry (and artillery) if Burma Road is open. Can build in any Chinese territory, even if just captured. No capital.
Version Convoys
AAE They captured like land areas. Only the original owner can draw income form them
AAE They captured like land areas. Only the original owner can draw income form them. The original owner must own the land area and convoy.
Version Cruisers
AA50,AA42 Fights at 3. Costs 12. Can bombard
Version Destroyers
AAR 3-3-2. Cost 12. Blocks all enemy sub special abilities. No bombardment.
AAE 3-3-2. Cost 12. Blocks all enemy sub special abilities. No bombardment. Bombards at 3. Allows air units to attack submarines.
AAP 3-3-2. Cost 12. Blocks all enemy sub special abilities. No bombardment. Bombards at 2. Allows air units to attack submarines.
AA50 2-2-2. Cost 8. Blocks all enemy sub special abilities. No bombardment. Bombards at 2. Allows air units to fight against submarines.
Version Fighters
AAR 3-4-4. Cost 10. Not involved in strategic bombing. Can be built on adjacent carriers.
AAC 3-4-4. Cost 12. Not involved in strategic bombing. Can't be build on adjacent carriers.
AAE 3-4-4. Cost 12. Can escort & attack strategic bombers. (Escorts fire at 1, interceptors at 2).

Can't be built on adjacent carriers.

Pacific 3-4-4. Cost 12. Can escort & attack strategic bombers. (Escorts fire at 1, interceptors at 2).

May make a non-combat move to an adjacent sea zone if no other movement made that turn. {C Will land at beginning of your next turn. Can't be built on adjacent carriers.

AAD Do not attack during your combat phase. Instead moving it to an area. An enemy unit that

moves in or out is attacked at a 1. Each fighter gets a shot at each enemy. Can only be attacked by artillery (at a 1).

Version First Turn Rules
AAC No Russian first turn attack
AAP Allied force except Chinese, defend at 1 on first turn
Version Heavy Bombers'
AAC Roll 3 dice on attack
AAR,AA50 Roll 2 dice on attack
Version Industrial Complex
AAR Can't build more units than the income value of area, each turn
AAC Unlimited builds for original industrial complexes by the original owner. Otherwise, limited to income value
AAE Unlimited builds for original industrial complexes by the original owner. Otherwise, limited to income value. No new complexes
AAP

Unlimited builds for original industrial complexes by the original owner. Otherwise, limited to income value. Only US can build new complexes.

Version Jet Fighters
AAC,AAR Defends at 5
AA50 Attacks at 4
Version Lend-Lease
AAE During the Soviet non-combat move phase, he may convert Allied units in his territory to Soviet
Version Marines
AAP Cost 4. +1 on amphibious attacks
Version Middle East
AAE Germans collect income from captured Middle East areas directly from an Allied Player of their choice
Version Naval Bases
AAP Naval units can move 3 during non-combat movement, if naval bases are in both the starting and ending areas. The island must be controlled for each base. Newly captured areas are fine.
Version Neutrals
AAC Can be invaded for 3 IPC's
AAR,AA50 Impassable
AAG40 Some neutrals favor 1 side. They can be attacked by the other side freely and recruited by their allies by sending ground units in. True neutrals fight against both sides, and if any true neutral is attacked, all true neutrals will favor the other side.
Version Order of Play
Others USSR-Germany-UK-Japan-USA
AAE Germany-USSR-UK-USA
AAP Japan-UK-USA
AAD Germany-UK-US
Version Retreat-Attacker
AAC Retreat after any combat round, except for amphibious invasion
AAR,AAE,AAP Retreat after any combat round, except for land units in an amphibious invasion
AAD 1 round of combat per turn. No retreats. Land units in contested areas can't move.
Version Retreat-Defender
AAR,AAC,AAP Defending subs can retreat after any combat round
Version Stacking
AAD 8 land units, 4 fighters per side per area. Bombers & blockhouse unlimited
Others Unlimited
Version Strategic Bombing
AAC Inflicts d6 IPC losses to the foe
AAE,AAP,AAR Inflicts d6 IPC losses to the foe, up to the value of the territory.
AA50 Inflicts D6 damage to the complex, up to twice the value of the territory. Each hit reduces production capacity by 1. Hits are repaired for 1 IPC during the buy phase.
AA42 Inflicts D6 damage to the complex, up to twice the value of the territory. Each hit reduces production capacity by 1. Hits are repaired for 1 IPC during the buy phase. Defending fighters may defend at 2, escorting fighters attack at 1. Fighter combat before AA fire.
Version Submarine
AAR Submarines fire during opening fire, on attack or defense. May submerge after round of combat. Can move through enemy sea zones without fighting. An enemy destroyer negates all these abilities (it fires in regular combat).
AAC First fire on attack. Can retreat after any round of combat.
AAE First fire on attack. Can retreat or submerge after any round of combat. Destroyers negate

submarine first fire. Air units can only attack subs if destroyers are present.

AAP First fire on attack. Can retreat or submerge after any round of combat.
AA50,AAG40 May ignore enemy naval forces without destroyers. May end non-combat movement with enemy naval force without destroyers. First strike on attack or defense unless enemy destroyer present. Can't be hit by aircraft unless enemy destroyer present. Costs 6. Defends at 1. May submerge, even before battle if no enemy destroyer present.
Version Tank Defense
AAC Defends at 2
AAD Axis defends at 3, allies at 2
Others Defends at 3
Version Technology
AAC Pay 5 per tech roll. On a 6, you receive a random tech
AAR Pay 5 per tech roll. On a 6, you received tech of your choice
AA50 Pay 5 to receive a researcher. Each researcher succeeds on a 6. All researchers are removed on success. Technology is rolled on the player’s choice of 2 tables.
AA42 Not used
Version Transports
AAR Can carry 1 infantry + 1 other land unit. Can load if submerged sub present.
AAC Can carry 2 infantry or 1 other land unit.
AAE Can carry 1 armor or 2 other land units. Can't load load if submerged sub present.
AAP Can carry 1 armor or 2 other land units. Can't load load if submerged sub present.
AA50 Always taken as a loss last. Defends at 0. Costs 7.
Version Turkish Straits"
AAC,AAR Sea movement allowed between Mediterranean and Black Sea
AAE,AA50,AA42 Sea movement not allowed between Mediterranean and Black Sea
Version Victory Conditions
AAR,AA42 Hold 9 victory cities at the end of a complete turn
AAC Take 2 enemy capitals. Axis can win by holding 84 points of income at turn end.
AAE Take any enemy capital
AAP Japan scores 1 VP for every 10 points of income (less strategic bombing losses). Bid for VP level for victory.
AAD Allies win by having an uncontested control of all 3 objective cities for an entire turn by turn 10.
AA50 Hold 15 victory cities at the end of a turn
AA41 Take 2 enemy capitals