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Axis & Allies (1998 video game)
Axis & Allies (1998) Coverart.jpg
Developer(s) Hasbro Interactive
Microprose (Iron Blitz)
Publisher(s) Hasbro Interactive
Designer(s) James Haldy
Platform(s) Microsoft Windows
Release date(s) September 1998
Genre(s) Turn-based strategy
Mode(s) Single player, Multiplayer
Rating(s) ESRB: Everyone (E)
Media Compact Disc
System requirements 100 MHz Pentium, 16 MB RAM, 40 MB hard disk space
Input methods Keyboard, mouse

Axis & Allies is a 1998 turn-based strategy game closely based on the board game of the same name.

Players take control of one five world powers at the start of 1942, grouped into the opposing factions of the Allies (USA, UK, and USSR) and the Axis (Germany and Japan). Victory conditions are set at the start of the game: Complete world domination, the capture of enemy capitals, or reaching a set level of economic power.

The game is turn-based, with the USSR acting first, and the USA acting last. Each country's turn of the game is broken into several phases. First is the research phase, where IPCs (a representation of industrial power) can be gambled in an attempt to develop advanced technology, such as jet engines or rockets. The remaining IPCs are then used to buy troops in the purchase phase. Troops are then moved in the combat move phase, and battles resolved in the combat phase. Non-combative moves are then performed in the non-combat move phase, and the turns ends.

A second edition of the game was released in 1999 titled Axis & Allies: Iron Blitz. It added a function to allow the third edition rules of the game as well as new features such as allowing a submarine to submerge instead of withdrawal and having multiple AA guns occupy the same territory. In addition, it included many alternate scenarios, providing for events that ranged from a Western Allied-Soviet war after WWII (Allies: UK/US VS Axis: Soviet Union/(Communist) Germany), to the Molotov-Ribbentrop Pact being made into a formal alliance, which turns Japan into the Allies (Allies: UK/US/Japan VS Soviet-German Axis.) And, of course, there is the default scenario from the board game (Allies: UK/US/Soviet VS Germany/Japan.)



The rules of the game are a 3rd Edition rules which include:

Submerging Submarines: Submarines can now submerge from battle during after any round of firing if it doesn't get hit.

Amphibious Aerial Retreat: All fighters and bombers(that have not been hit) can retreat from an amphibious assault.

Multiple AA guns in one area: You can now place more than one AA gun in a territory

Purchased Naval units can be put in an enemy occupied ocean or sea zone: All players can put any of their naval units in a enemy occupied ocean or sea zone. If they do this, combat will occur on your enemy's turn immediately following yours unless the enemy player moves its naval unit out of the ocean/sea zone.

Western Canada no longer borders the Atlantic Ocean: This prevents players from being able to move land units from transports from the Atlantic Ocean directly to Western Canada.

Surviving Aircraft: When a Carrier sinks, the surviving planes have 1 movement to land.



Allies: Same as historical victory. A total victory meaning that both Japan and Germany are captured and none of the allied capitals are captured.

Axis: One of 2 things:

Total Victory or

IPC Victory: When the combined IPCs of both Japan and Germany reach 84.

Phases in a turn


This is the rotation of play: USSR, Germany, United Kingdom, Japan, and United States. If one member's army is completely obliterated, the nation is removed form play and rotation skips the member's turn. Here's an example. Let's say United Kingdom destroys all of Germany's army. The rotation now goes as: USSR, United Kingdom. However, if its ally liberates its capital and him/her can produce an army, its turn is now the same as it was at the start of the game.


IPCs otherwise known as International Production Certificates, is the only currency in the game. It's used to buy infantry, tanks, or other units. You collect IPCs at the end of your turn. You get IPCs from the territories you capture.


Land Units


Cost: 3 IPCs

Movement: 1

Attack: 1

Defense: 2

Ability: None


Cost: 5 IPCs

Movement: 2

Attack: 3

Defense: 2

Ability: Blitz: When an armor(tank) passes through an enemy controlled territory to combat, the player immediately gains the territory. However, armor cannot blitz through enemy controlled area, only friendly territories and enemy controlled territories.

Sea units


Cost: 8 IPCs

Movement: 2

Attack: 0

Defense: 1

Ability: Transport: This unit can transport 2 infantry or 1 tank. Example: A transport picks up 1 tank, then it moves 2 sea zones to another friendly territory and drops the tank off to reinforce it in a non-combat move. That ends it turn. Example: A transport picks up one infantry, moves one sea zone, picks up another infantry, and then it drops it off at a hostile territory in a combat move.


Cost: 8 IPCs

Movement: 2

Attack: 2

Defense: 2

NOTE: Subs cannot attack planes!

Ability: First Shot Attack: During a naval battle, if the sub is on the attacking side, it rolls first, then, if it rolls a hit, the defending player removes a unit from play. Then all other attacking units roll. The same sequence repeats itself until battle is resolved.

Aircraft Carrier:

Cost: 18 IPCs

Movement: 2

Attack 1

Defense: 3

Ability: Landing Fighters: The Aircraft Carrier can land up to 2 fighters, NO BOMBERS! If a carrier moves, the planes have to move with it or else it will crash. When defending, the Aircraft Carrier deploys all of its fighters. If the carrier sinks, the fighters have 1 movement to land.


Cost: 24 IPCs

Movement: 2

Attack: 4

Defense: 4

Abilities: Coastal Bombardment: When a transport unloads units to land, battleships, have one shot at the defending units. The units cannot counter-attack the battleships! 2 Hits: It takes 2 hits to sink a battleship.

Air units


Cost: 13 IPCs

Movement: 4

Attack: 3

Defense: 4

Ability: None


Cost: 15 IPCs

Movement: 6

Attack: 4

Defense: 1

Ability: Strategic Bombing: When bombing a territory with a Industrial Complex, you can target the complex instead of military units. Your roll will determine if how many IPCs the enemy player loses.

Special Units

Industrial Complex:

An industrial complex makes units. Original complexes can produce unlimited amounts of units, while newly built ones can only manufacture how many IPCs its worth. Example: A player builds a complex on Brazil, the complex there can only manufacture 3 units.

Antiaircraft Guns:

Cost: 5 IPCs

Movement: 1

Defense: 1

These units only destroy air units. During strategic bombing, if the bombers fly over any AA guns, each AA gun rolls one. If one gets a 1, a bomber is removed from play. During combat, the defending AA gun fires first, 1 for each aircraft. If any die gets a 1 the plane is removed from combat.

See also

External links


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