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==Units== {| class="wikitable" style="text-align:center" |+ colspan=9 | Unit comparison: Five Global Editions |- style="background:#ccc;" ! scope="row" | Unit name ! scope="row" | Edition ! scope="row" | IPC cost ! scope="row" | ATK ! scope="row" | DEF ! scope="row" | MOV ! scope="row" | Notes |- ! rowspan="5" | Infantry | Classic | rowspan="5" | 3 | rowspan="5" | 1/2* | rowspan="5" | 2 | rowspan="5" | 1 | |- | Revised | rowspan="4" | *Infantry attack increases to 2 when paired with artillery. |- | 50th Anniv. |- | 1942 2nd |- | 1940 2nd |- ! rowspan="5"| Mechanized<br />infantry | Classic | rowspan="4"| n/a | rowspan="4"| n/a | rowspan="4"| n/a | rowspan="4"| n/a | rowspan="4"| |- | Revised |- | 50th Anniv.<ref>While there is no physical piece for Mechanized Infantry in the 50th Anniversary edition, there is a research titled "Mechanized Infantry." It allows infantry paired 1:1 with tanks to move 2 spaces</ref> |- | 1942 2nd |- | 1940 2nd | 4 | 1/2* | 2 | 2 | *Mechanized infantry attack increases to 2 when paired with artillery.<br />Mechanized infantry can blitz when paired with tanks. |- ! rowspan ="5" | Artillery | Classic | n/a | n/a | n/a | n/a || |- | Revised | rowspan="4" | 4 | rowspan="4" | 2 | rowspan="4" | 2 | rowspan="4" | 1 | rowspan="4" | Increases matching infantry roll by one when attacking. |- | 50th Anniv. |- | 1942 2nd |- | 1940 2nd |- ! rowspan="5" | Tank | Classic | rowspan="3" | 5 | rowspan="5" | 3 | 2 | rowspan="5" | 2 | rowspan="5" | Tanks have the ability to blitz.<br />Was known as "armor" in the original release, but<br />was renamed "tank" for subsequent releases. |- | Revised | rowspan="4" | 3 |- | 50th Anniv. |- | 1942 2nd | rowspan="2"| 6 |- | 1940 2nd |- ! rowspan="5" | Fighter | Classic | 12 | rowspan="5" | 3 | rowspan="5" | 4 | rowspan="5" | 4 | rowspan="5" | |- | Revised | rowspan="4" | 10 |- | 50th Anniv. |- | 1942 2nd |- | 1940 2nd |- ! rowspan="5" | Tactical<br />bomber | Classic | rowspan="4" | n/a | rowspan="4" | n/a | rowspan="4" | n/a |rowspan="4" | n/a | rowspan="4" | |- | Revised |- | 50th Anniv. |- | 1942 2nd |- | 1940 2nd | 11 | 3/4* | 3 | 4 | *Tactical bomber attack increases to 4 when paired with fighters or tanks. |- ! rowspan="5" | Bomber | Classic | rowspan="2" | 15 | rowspan="5" | 4 | rowspan="5" | 1 | rowspan="5" | 6 | rowspan="2" | May make a bombing run against opponent's IPCs. |- | Revised |- | 50th Anniv. | rowspan="3" | 12 | rowspan="2" |May make a bombing run against opponent's industrial complexes. |- | 1942 2nd |- | 1940 2nd | May make bombing runs against opponent's industrial complexes, air bases, and naval bases. Named Strategic Bombers in 1940 |- ! rowspan="5" | Submarine | Classic | rowspan="2" | 8 | rowspan="5" | 2 | rowspan="2" | 2 | rowspan="5" | 2 | Submarines shoot before other units, which can be eliminated without returning fire. Can withdraw instead of firing after first round of combat. |- | Revised | Same as above, plus can submerge instead of withdraw, and can also move past hostile ships. |- | 50th Anniv. | rowspan="3" | 6 | rowspan="3" | 1 | rowspan="3" | Submarines shoot before other units, which can be eliminated without returning fire. Can submerge at any time (including before a battle begins), can move past hostile ships but does not block hostile ships. |- | 1942 2nd |- | 1940 2nd |- ! rowspan="5" | Transport | Classic | rowspan="2" | 8 | rowspan="5" | 0 | rowspan="2" | 1 | rowspan="5" | 2 | Can carry up to 2 infantry, or one of any other land unit. |- | Revised | Can carry any one land unit, plus one infantry. |- | 50th Anniv. | rowspan="3" | 7 | rowspan="3" | 0 | rowspan="3" | Uses ''Revised Edition'' cargo rules. No longer has combat value,<br /> and chosen as a casualty only if there are no other eligible units. |- | 1942 2nd |- | 1940 2nd |- ! rowspan="5" | Destroyer | Classic | n/a | n/a | n/a | n/a | |- | Revised | 12 | 3 | 3 | rowspan="4" | 2 | rowspan="4" | Negates all special submarine abilities. |- | 50th Anniv. | rowspan="3" | 8 | rowspan="3" | 2 | rowspan="3" | 2 |- | 1942 2nd |- | 1940 2nd |- ! rowspan="5" | Cruiser | Classic | rowspan="2" | n/a | rowspan="2" | n/a | rowspan="2" | n/a | rowspan="2" | n/a | rowspan="2" | |- | Revised |- | 50th Anniv. | rowspan="3" |12 | rowspan="3" |3 | rowspan="3" |3 | rowspan="3" |2 | rowspan="3" |Can conduct shore bombardment in amphibious invasions |- | 1942 2nd |- | 1940 2nd |- ! rowspan="5" | Aircraft<br />carrier | Classic | 18 | rowspan="4" | 1 | rowspan="2" | 3 | rowspan="5" | 2 | rowspan="4" | Can carry two fighters. |- | Revised | 16 |- | 50th Anniv. | rowspan="2" | 14 | rowspan="3" | 2 |- | 1942 2nd |- | 1940 2nd | 16 | 0 | Can carry any combination of two, fighters and tactical bombers.<br />Takes two shots to destroy. |- ! rowspan="5" | Battleship | Classic | rowspan="2" | 24 | rowspan="5" | 4 | rowspan="5" | 4 | rowspan="5" | 2 | Can conduct shore bombardment during amphibious invasions. |- | Revised | rowspan="4" | Can conduct shore bombardment during amphibious invasions.<br />Takes two shots to destroy. |- | 50th Anniv. | rowspan="3" |20 |- | 1942 2nd |- | 1940 2nd |- ! rowspan="5" | Anti-aircraft<br />Gun<br /><br />Anti-aircraft<br />Artillery<br />(AAA) | Classic | rowspan="2" | 5 | rowspan="5" | 0 | rowspan="5" | 1 | rowspan="5" | 1 | rowspan="3" | Only one defensive shot for each attacking aircraft before the first round of combat.<br />Fires at any aircraft moving through the territory.<br />Can only move during noncombat, if it has not fired that turn. |- | Revised |- | 50th Anniv. | rowspan="1" | 6 |- | 1942 2nd | rowspan="2" | 5 | rowspan="2" | Renamed Antiaircraft Artillery (AAA). Each AAA unit in the territory may fire up to 3 shots, but each attacking air unit may only be fired upon once.<br />In other words, the total number of air defense dice rolled is 3 times the number of AAA units, or the number of attacking air units, whichever is the lesser.<ref>{{cite web |url= http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-1942-Second-Edition.pdf|title=Rulebook |website=www.axisandallies.org |access-date=2021-04-24}}</ref><ref>{{cite web |url= http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Pacific-1940-Second-Edition.pdf|title= Rulebook |website=www.axisandallies.org |access-date=2021-04-24}}</ref> |- | 1940 2nd |- ! rowspan="5"| Naval<br />base | Classic | rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"| |- | Revised |- | 50th Anniv. |- | 1942 2nd |- | 1940 2nd | 15 | 0 | 1 | 0 | Repairs friendly capital ships in adjacent waters.<br />Increases the movement of any naval units that start movement in adjacent waters by 1.<br />Can be damaged by strategic bombing.<br />Fires a defensive shot when being strategically bombed. |- ! rowspan="5"| Air<br />base | Classic | rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"| |- | Revised |- | 50th Anniv. |- | 1942 2nd |- | 1940 2nd | 15 | 0 | 1 | 0 | Airbases on islands allow all fighters and tactical bombers to scramble, which defends adjacent sea zones.<br />Increases the movement of any air units that start movement in the territory with the air base by one.<br />Can be damaged by strategic bombing.<br />Fires a defensive shot when being strategically bombed. |- ! rowspan="5" | Industrial<br />complex | Classic | rowspan="4" | 15 | rowspan="4" | 0 | rowspan="4" | 0 | rowspan="4" | 0 | Original complexes have unlimited production for original owner. |- | Revised | All complexes' maximum production limited to the territory value. |- | 50th Anniv. | rowspan="2" | Can be damaged by strategic bombing, reducing the complex's maximum production. |- | 1942 2nd |- | 1940 2nd | n/a | n/a | n/a | n/a | |- ! rowspan="5"| Minor<br />industrial<br />Complex | Classic | rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"| |- | Revised |- | 50th Anniv. |- | 1942 2nd |- | 1940 2nd | 12 | 0 | 1 | 0 | Produces a maximum of three units per turn, and can only be built on territories that produce two or more IPCs per turn.<br />Can be damaged by strategic bombing, reducing the complex's maximum production.<br />Can be upgraded to a major industrial complex for 20 IPCs.<br />Fires a defensive shot when being strategically bombed. |- ! rowspan="5"| Major<br />industrial<br />Complex | Classic | rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"|n/a |rowspan="4"| |- | Revised |- | 50th Anniv. |- | 1942 2nd |- | 1940 2nd | 30 | 0 | 1 | 0 | Produces a maximum of 10 units a turn, and can only be built on territories that produce three or more IPCs per turn.<br />Can be damaged by strategic bombing, reducing the complex's maximum production.<br />Fires a defensive shot when being strategically bombed. |- !Zombie <br /> |& Zombies |N/A |N/A |N/A |N/A |Are only created when an infantry unit is destroyed. Are not part of a playable nation. Have special dice and cards. It can be used in 1942 second edition as an add on with cards. |}
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