Atari Axis And Allies
While the classic Avalon Hill board game 'Axis & Allies' has enjoyed a number of computer game conversions throughout the years, this 2004 version from Kohan. Axis & Allies - PC. Wizards of the Coast Axis and Allies Europe 1940 2nd Edition Board Game. Video Game Domestic Shipping Item can.
Game box cover art Alan Chaveleh Adel Chaveleh Ian Klimon Brian Wood Phillip Morales Mark Yohalem Julian Soule Release November 2, 2004 Mode(s), Axis & Allies is a developed by and published. The game was released on November 2, 2004. It is based on the board game from and also on TimeGate's. It is set in the years just after Japan and the United States had entered into the war. The game incorporates two gameplay modes: and modes. However, turn-based gameplay is only present in WWII mode, and thus gameplay is mainly focused on the real-time strategy genre. Axis & Allies RTS is the name used to distinguish the game from the board game of the same name.
Contents. Gameplay In Axis & Allies, the player assumes the role of a military general of one of the five of World War II: the, and. Each nation has access to its own unique military units, such as snipers for Russia, flamethrower tanks for Great Britain, and for Germany. Four generals exist for each of the five nations, with each general having access to unique Special Operation abilities, such as, deploying a secret agent, or giving an area to friendly units. The primary objective of gameplay is to destroy all opposing enemy military forces, though some campaigns and maps will require other objectives to be completed, such as capturing certain cities, escorting a caravan, or defending a specific area. A 'City Control' percentage option may be enabled, in which the winner of the battle goes to the first side/team to capture a set percentage of cities on the map.
Like in other RTS games, the player must expend resources to construct buildings and recruit units to fight the enemy. Additionally however, Axis & Allies includes special gameplay features, such as regimental control, chained supply, and morale. Gameplay screenshot. The game defines 'regiments' as the base fighting entities that the player can control. A regiment is defined as a certain squad of units, where a unit can be, for example, an Anti-Tank Infantry, a Halftrack, or a Light Tank. Units inside a regiment cannot be individually controlled, but the entire regiment as a whole can be controlled by the player.
Moreover, the regiment's movement speed is limited by its slowest unit. A regiment can be toggled into three states of unit formation, which trade movement speed with attack efficiency. Each regiment has an attack efficiency bar, which decreases if the regiment is constantly moving in a high-speed formation. A regiment at rest or moving slowly will gradually regain attack efficiency. The tradeoff between movement speed and attack efficiency is used, for example, in hit-and-run attacks and head-on engagements. Furthermore, regiments gain experience from battles and have four tiers of veterancy, which improve the attack and defense of the regiment's units with each level. There is also a feature called 'entrenchment' in which if a regiment stays idle for a certain period of time, it gains a defensive bonus.
In addition, the game employs a feature called a zone of supply to replenish regiments. The zone of supply, denoted by a green border, allows regiments to heal its wounded units and replace missing troops. Regeneration of wounded regiments occur so long as they are within a zone of supply and are not under attack.
This zone of supply is sourced from the Corps HQ as well as from cities. Other buildings are used to extend this zone of supply so that units which are far from a base of operations can regenerate health. Enemies may seek to break this zone of supply to their advantage.
Moreover, the zone of supply is only able to replenish regiments, but not revive regiments which have been fully killed. In addition, most buildings can be conveniently packed and relocated to redraw supply lines to be more favorable if needed. Moreover, each regiment features a morale bar, used to automatically rout itself if in battle for too long. The morale bar slowly decreases as a regiment is engaged in battle. If morale drops below a threshold, the regiment's banner will flash white and the regiment automatically makes an uncontrolled retreat away from the enemy. Enemy artillery fire and flame attacks diminish the morale bar more rapidly than other forms of damage.
Some Special Operation abilities are used to affect the morale bar of friendly and enemy regiments in the heat of battle. The game includes three types of units: ground units, air units, and naval units.
All regiments are ground units and they move on terrain. They are blocked by mountains and slowed by forests, sand, and cities, though infantry units gain a defensive bonus while in forests or cities. Air units can fly over mountains, but they move and attack automatically; they can be deployed but not controlled by the player. Naval units travel in water, but they cannot be deployed from any building and so do not appear in normal custom battles. The main damage projectiles used in the game include bullets (piercing damage), explosives (blast damage), tank shells (armor piercing damage), and incendiaries (fire damage). Each particular unit defines a splash damage radius for each of the projectiles used by the unit. Each unit also has its own defense modifiers against each type of damage.
Axis & Allies focuses on the production of three major resources: money, ammo, and oil. Money is obtained from a constant flow of revenue received from Corps HQs, Division HQs, and cities. Ammo and oil, unlike money, is supplied by almost any building. Money is used to purchase units and technologies, while ammo and oil are used for unit upkeep. If the upkeep of either ammo or oil is not met, a player's monetary income is reduced. If the upkeep of ammo or oil worsens, a negative income can result. If a player has a negative income and there is no more money left in the bank to be drained, unsupplied regiments on the map will slowly receive damage until they are destroyed and/or the upkeep is repaired.
Each general in Axis & Allies has his own unique set of four Special Operations that the player can use to employ to the battlefield. Special Operations are the special abilities of each general. They can be used to call in massive aerial strikes, such as carpet bombers, and. Other Special Operations are able to reduce unit costs, airdrop supply zones / saboteurs, or provide additional resources to the player. For example, 'Economic Aid' provides an airdrop of additional ammo and oil resources. Special Operations are purchased with Army experience points, which accumulate at a constant rate. This rate temporarily increases when a player's military forces are in battle.
Custom battle Custom battles are real-time strategy battles played with the computer. In the staging room before the battle, the player can choose to either play a normal custom battle, which is played on a randomly generated map and allows up to 8 players (including the player and computer players), or play a non-standard custom battle, which is either played on a player-made map or on one of the pre-built official game maps. Player-made maps are made in the Map Editor. In a normal custom battle, the map is randomly generated. The player is allowed to choose the map's biome (e.g. Desert, jungle, grassland), what land features are present on the map (e.g.
Mountains, forests, sand), how much money and experience points each player will start out with, and many other options. Each map is then according to the terrain options selected, giving each map a unique playthrough experience for the player. In a normal custom battle, each player always starts out in a random location on the map with a single Corps HQ building, some bunker defenses, and a supply depot truck. Gameplay proceeds as usual until a victor is decided by the victory condition of either destroying all enemies or capturing a set percentage of cities, if that option is set. WWII mode. WWII mode resembles a computer variant of the, with RTS mode built in.
The player is able to fight WWII in how they see fit, effectively 'changing the course of history'. Every turn, each nation recruits and moves army pieces around the map. Battles that occur are chosen by the player to be fought in either of two ways: as a 'quick resolve' battle or as a 'RTS battle'. 'Quick resolves' are computerized simulations of the battles and the outcome is immediate.
Comcast dta activation phone number. Probability of victory is based on army sizes and technologies researched by the attacking and defending armies. In contrast, 'RTS battles' are fought using the normal real-time strategy mode. At the start, the player chooses a nation and a general to play as. A brief video about the nation's current wartime situation in 1941 is shown. The game then displays a game board showing a with territory tiles. A number of territories, such as Australia or Germany, will have defensive pieces already in place. The player and computer players then take turns purchasing pieces, pieces, pieces, and pieces from their home country and move them across the map to engage enemy armies and territories.
Each nation has reduced recruitment cost for a specific military piece; for example, Germany recruits cheaper armor pieces, Russia has cheaper infantry pieces, and Japan has cheaper air support pieces. Moreover, each nation can purchase technologies to increase the chance that its battles will be successful. These are the same researches encountered in RTS mode. There are only two major resources in WWII mode: money and technologies. Money is used to purchase military pieces and technologies.
It is obtained every turn as the sum of the income values of controlled territories. Technologies, on the other hand, are purchased to increase the probability of victory in 'quick resolve' battles. Purchasing technologies also pre-researches them in RTS battles. Either the Allies or Axis wins when two capitals of the opposing side are conquered. The main rules of the board game are as follows.
If an attacking army defeats a defending army, the weakest piece of the defeated army is destroyed and the rest of the army retreats to a nearby allied territory. If the defending army is unable to retreat to nearby allied territory (i.e. Completely surrounded), then the entire army is destroyed. However, if the defender is the victor, then the weakest piece of the attacker's army is destroyed and the rest of the attacking army retreats back to their original territory. If a piece moves into a neutral territory or an abandoned enemy territory, it will automatically capture that territory at the start of the next turn. In contrast to the Axis & Allies board game, each player can only attack one territory per turn.
Also, naval and air units are not built on the board but appear only during an RTS battle resolution. Moreover, each movable game piece is only given a movement speed of one tile. 'RTS battles' derive their randomly-generated map state from the board game state.
The quantity of military pieces attacking and defending a territory determines each player's starting money and starting forces in an RTS battle. The types of military pieces attacking and defending a territory restricts the types of units (i.e. Infantry, mechanized, armor, air) that each player is able to deploy in the RTS battle.
Also, if pieces converge to attack from multiple territories, forces will appear in the corresponding directions in the battle. Furthermore, these battles take place in appropriately-generated biomes of the contested territory (e.g. Island, coastal region, desert, forestland). Campaigns In Campaign mode, the player is thrust into a series of for either the (Germany and Japan) or the (United States, Great Britain, and Russia).
There are a total of 24 campaign missions: 12 for the Allied and 12 for the Axis. Playing as the Allies, the course of history goes the way it actually did with the sealing Germany's fate and the capture of and sealing Japan's. The campaigns interchange between the armies of Great Britain, Russia, and the United States of America as time progresses throughout the years of 1941-1945.
Playing as the Axis leads to an alternate history of WWII, based on what-if scenarios. The campaign begins with a tactical German victory. Having driven out British forces in the, Rommel and his win the, pushing the British all the way back through the. With the fuel-rich Middle East in German hands, Germany wins the decisive and the following year, the endlessly supplied units crush the Russians at Kursk, effectively sealing the fate of the Eastern Front.
Meanwhile, in the Pacific, Japan manages an invasion of Australia, leaving the Americans without a staging area in the Pacific (it is also suggested that the was more successful, with the fleet being sunk in deep waters rather than in the shallow waters of the base). The still happens; however, the landing beaches have unfavorable terrain and the Germans' counterattack is successful. The failed invasion at Normandy not only prevented the Allies from opening a new front in the war, it also oversaw Germany's plans to invade Great Britain. With invading from the south and invading from the west, proved to be a success, forcing the British to surrender. While Germany deals with partisan resistance, Japan invades India to crush the last of the British forces under the command of.
With Great Britain defeated, Germany is able to turn its attention back to Stalin and the Soviet Union. Japanese advance units under and German Panzer divisions under surround Moscow, but the battle for control of the city turns into a three way brawl with German and Japanese units each vying for control of the city. The battle ends in a German victory.
By now, the United States of America is the only Allied nation left to challenge the Axis. With the defeat of British and Australian forces, Japan quickly eliminates the last remaining ships of the American fleet and captures, and later. With American naval forces crippled beyond repair, the Allies lose their chances of defeating the Axis Powers and America settles into a new with Japan in the Pacific and Nazi Germany in Europe. Development Axis & Allies was developed by and built using the, which laid out much of the framework for the game. Axis & Allies is the successor game to Kohan II, which was released several weeks earlier than the former.
The design process of Axis & Allies largely entailed three things: research, visual design, and game triggers. One design task was choosing the missions for the Axis campaign. It was difficult to judge at what point the war should turn in favor of the Axis. It was decided that major changes had to start early in the war. If Rommel had not gotten sick or if Montgomery had never been placed in charge of the British forces in North Africa, the second Axis campaign mission, the, might have been a disaster for the British. The Germans might have broken through and moved on to capture several of the major oil fields in the Middle East. If they had, then Operation Barbarossa might have been successful for Germany, since in the real course of history, German forces had to stop 30 miles from Moscow because some forces had to be diverted to fight for the.
Most of the designers at TimeGate working on the game were history buffs, and they watched World War II movies and documentaries at home for research. The was popular with the team. Such research was used to size maps, create the appropriate number of cities, and to select which armies to be present.
For example, the map was designed to be very large to accommodate all five beachheads:, and. The map was designed to accommodate all four Allied divisions that landed and the two Axis corps defending the coast. For terrain design, the designer or artist working on the map would usually keep an atlas of the region by his desk for reference.
The art team produced numerous terrain sets, such as the 'Russian winter'. The designers used game triggers to make special game events occur. For example, early development of the mission focused on the defense of by the. The map design started out as a city with several airborne companies inside it. Using triggers, German troops were pulled to attack the city many times. If the player could hold out long enough, arrived to break the encirclement.
WWII mode in Axis & Allies was chiefly inspired by the original board game. Although different in how it is played, the mode was designed to capture the importance of the economic factors as well as the global aspect of the board game. Multiplayer Online players either play in custom team battles or on official/player-created maps. A maximum of 12 players is allowed to join a single game, but only a maximum of 8 players is allowed to actually play.
Players who are not playing are allowed to spectate in-game. Players can save multiplayer films, host rooms and games, and make friends and add them to their buddy lists. At the beginning of December 2012, discontinued online server service to users. However, user direct-connect LAN services can still function. Map editor. The Axis & Allies map editor lets players create their own maps to play in both singleplayer and multiplayer mode. Players are able to customize many map options, including player starting units, scenery objects, terrain layout, audio sources, and game triggers.
Game triggers allow for custom creation of cutscenes, unit & spawns, storylines, and military objectives. Reception According to, the average score received from gaming critics is a 6.8, and the average score received from users is a 7.5.
The game has been criticized for its weak AI mechanics. However, the game has been stated by its developers to be able to 'learn and adapt to player strategies as they play the game'.
Rates the game with a score of 8.4. Axis & Allies was TimeGate's best-selling game release to date. See also. References and notes. Retrieved 2018-02-04.
Risk
Retrieved 2018-02-04. Retrieved 2018-02-04. Retrieved 2018-02-04. Retrieved 2018-01-30. Retrieved 2016-07-08. Axis & Allies description. From the original on 15 May 2007.
Retrieved 2007-06-10. ^ Parker, Sam (2003-05-14). Retrieved 2018-02-04. ^ Beers, Craig (November 2004). Retrieved 2016-07-08. ^ Wood, Brian (2004-10-28). Retrieved 2018-02-04.
^ Butts, Steve (2004-08-16). Retrieved 2018-02-04.
TimeGate Info on Axis & Allies. TimeGate Studios. Archived from on 19 May 2007.
Retrieved 2007-05-18. ^ Butts, Steve (2004-11-02). Retrieved 2018-02-04. Retrieved 2018-01-31. Retrieved 2018-02-04.
The Unofficial Axis & Allies Megasite. Retrieved 2018-01-31. The Unofficial Axis & Allies Megasite. Retrieved 2018-01-31. The Unofficial Axis & Allies Megasite. Retrieved 2018-01-31. Axis & Allies game review.
Gunn, Mike, staff writer. November 2004. From the original on 3 May 2007. Retrieved 2007-05-18. Hadley, David. Archived from on 2007-07-15.
Retrieved 2007-05-18. ^ Wingard, Justin (2004-10-29). Retrieved 2018-02-04.
December 2012. Archived from on 2013-02-06. Retrieved 2013-02-17. The Unofficial Axis & Allies Megasite.
Retrieved 2018-01-31. Archived from on 2011-05-25. Retrieved 2016-07-08. Retrieved 2015-04-30. Archived from on 2012-05-08.
Retrieved 2018-02-05. External links. (archived 2012). (archived 2007, dead landing page).