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Types of Base Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
The Economy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Money . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
Oil, Ammo & Upkeep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Unit Limit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Building Limit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Army Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
TABLE OF CONTENTS
First Things First . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
The ReadMe File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Setup and Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Hotkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Saving and Loading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
The Game Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Single Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Multiplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Film . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Update . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Quit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
World War II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
The Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
The Battlefield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
The Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Bases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Deploying and Relocating Base Buildings . . . . . . . . . . . . . . . . . . .30
Base Buildings and Your Economy . . . . . . . . . . . . . . . . . . . . . . . . .30
Armies & Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Units & Regiments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Giving Basic Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Terrain & Formations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Entrenchment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Groups & Divisions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Healing & Supply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Generals & Special Operations . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Allies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Armies & Generals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Infantry Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Mechanized Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
Armoured Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
Air Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Naval Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Structures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Corps HQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Infantry Division HQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Mechanized Division HQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Airborne Division HQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
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5
Armoured Division HQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Airfield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Engineer Brigade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Motor Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Artillery Brigade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Supply Depot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Oil Depot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Ammo Depot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Nations and Generals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
United States . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Great Britain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
FIRST THINGS FIRST
The ReadMe File
The Axis & Allies® CD-ROM game has a ReadMe file where you can view
both the License Agreement and updated information about the game. We
strongly encourage you to read this file in order to benefit from changes
made after this manual went to print.
To view this file, double-click on it in the Axis & Allies directory found on
your hard disk (usually C:\Program Files\Atari\Axis & Allies). You can also
view the ReadMe file by first clicking on the Start button on your
Windows® taskbar, then on Programs, then on Atari, then on Axis & Allies,
and then on the ReadMe file.
Russia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
Germany . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Japan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Special Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Português Quickstart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
Svensk Quickstart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Suomi Quickstart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
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SETUP AND INSTALLATION
1.
Start Windows® 98SE/Me/2000/XP.
2.
Insert the Axis & Allies CD-ROM Disc 1 into your CD-ROM drive.
3. If AutoPlay is enabled, a title screen should appear. If AutoPlay is not
enabled, or the installation does not start automatically, click on the
Start button on your Windows® taskbar, then on Run. Type D:\Setup
and click on OK. Note: If your CD-ROM drive is assigned to a letter
other than D, substitute that letter.
4. Follow the remainder of the on-screen instructions to finish installing
the Axis & Allies CD-ROM game.
5. Once installation is complete, click on the Start button on the
Windows® taskbar and choose Programs/Atari/Axis & Allies/Axis &
Allies to start the game.
Note: You must have the Axis & Allies Disc 1 in your CD-ROM drive to play.
Installation of DirectX®
The Axis & Allies CD-ROM requires DirectX® 9.0c or higher in order to run.
If you do not have DirectX® 9.0c or higher installed on your computer,
click “Yes” to accept the DirectX® 9.0c License Agreement. This will then
launch the DirectX® 9.0c Install.
HOTKEYS
Action
Control
Move
Attack
Run
Stop
Build
Repair
Guard
Explore
Bombard
M
A
R
S
B
I
G
X
B
Control
Rout
Attach
Detach / Disband
O
C
Delete
Group Behavior ON / OFF
V
Team Commands
T
Assault Formation
Q
Aggressive Formation
W
Column Formation
E
Buildings / Trucks
Action
Pack / Unpack
Deploy
Deploy to Location
Research
Rally Point
Command All
Cancel
Sell
Air Commands
Action
Units
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Units, cont.
Action
Air Attack
Air Recon
Escort ON / OFF
Team Commands
Action
Control
P
D
L
R
F
A
C
Delete
Control
A
C
E
Control
Select all Allied Sides
Select Sides 1-8
Team Attack
Team Defend
A
[1]-[8]
A
D
Team Explore
E
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Team Commands, cont.
Action
Team Build
B
Give Resources
R
Give Building
G
Request Resources
S
Request Building
Q
Chat
S
Report
T
Cancel
C
Additional Hotkeys
Action
Control
Objectives
Technologies
Message Log
Politics
F1
F2
F3
F4
Cycle Detached Regiments
Cycle Engineers / Trucks
Buddy Chat
Cycle Selection
Special Operation 1
Special Operation 2
Special Operation 3
Special Operation 4
F5
F6
F7
TAB (Shift-TAB for reverse)
Y
H
N
J
Metagame
Action
Attack
Move
End Turn
Purchase
History
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SAVING AND LOADING
Control
Control
A
M
E
P
H
During gameplay, click on the Game Menu icon on the mini-map to pause
the game and display a list of options (see “Mini-map” on page 26). To
save your progress, select Save, enter a name for your saved game and
then click on the Save button. To load an existing game, select Load,
select a saved game and then click on the Load button. Note: You can
also load a game via the Campaign, Custom or World War II game menus
(see below).
THE GAME MENUS
SINGLE PLAYER
ClickOn the Main Menu, select Single
Player to display the Single Player Menu
where you can begin the official
Axis & Allies Campaign, fight a Custom
battlefield skirmish or wage a grand,
strategic World War.
Campaign
Select Campaign to access the official
Axis & Allies single-player campaign, a
series of battles historically based on the
Second World War. Choose either the Axis
campaign or the Allies Clickcampaign,
select a difficulty level and then click on
Play to begin a new campaign. If you have
already completed a portion of the campaign, you can replay a mission by
highlighting it and then clicking on Play.
Custom
Select Custom to fight a single skirmish
battle against the computer. You can
choose an existing battle map, resume a
saved game or generate a random map.
You can also view a saved film of a
completed game.
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If you generate a random map, you must provide a few basic battlefield
parameters. Use the box in the upper-left corner to select a theatre of
warand use the series of sliders in the upper-right corner to adjust basic
terrain features. The dropdown above the terrain sliders enables you to
choose the size of the map.
How to Play Axis & Allies in GameSpy Arcade
At the bottom right, use the boxes to set fog of war conditions (see “The
Fog of War” on page 26), the experience level and the starting funds for
each side. Adjust the City Control Ratio to set the percentage of a city
that must be under one nation’s control to achieve a city victory. When
you are finished, click on OK.
GameSpy Arcade is an independent gaming service run by GameSpy.
Once you have chosen and configured your map, use the dropdown menu
at the top of the screen to designate the number of players (human and
computer). The 4v4, 2v2v2 and similar options place groups of players
onto teams. The Free For All option limits teams, forcing players to fight
solo without alliances. Use the dropdown boxes to assign nations and
generals to each Click player and then click on Launch when you are ready
to start the game.
World War II
Select World War II from the Single Player
Menu if you want to wage war across the
globe in a traditional turn-based fashion.
Choose your nationality by selecting one
of the five emblems across the top of the
screen and then select the general who
will command your forces (see “World
War II” on pages 18-25 for details).
MULTIPLAYER
The Multiplayer Menu lets you engage in
battle with one or more friends. To join a
game across a local network, select LAN.
Or, choose Internet to play a game
online. Note: You need to logon to
GameSpy before you can join an Internet
game. If you do not have a GameSpy ID,
click on Register and complete the registration process.
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GameSpy Arcade is a free online player-matching service. Use it to set up
Multiplayer games over the Internet with your friends and anybody else
who is searching for an opponent. Compete in an online Tournament
against players near and far.
Atari does not control, and disclaims any responsibility or
liability for, the functioning and performance
of GameSpy Arcade and any content on or
available through GameSpy Arcade.
Children under the age of 13 should check with their
parents or guardian before registering.
GameSpy Arcade System Requirements
• GameSpy Arcade:
Version 1.1 (included) or higher
• Internet Connection:
14.4 Kbps or higher
• Internet Service Provider (ISP)
GameSpy Arcade Installation
To install GameSpy Arcade:
1. Close all running programs.
2. Insert the Axis & Allies Disc 1 into the CD-ROM drive.
3. When the AutoPlay screen appears, click on Play.
4. Follow the on-screen instructions.
5. After the game is installed, you are prompted to install
GameSpy Arcade.
6. Follow the on-screen installation instructions.
7. GameSpy Arcade automatically launches after it is installed.
8. When GameSpy Arcade is launched, it locates the Axis & Allies
game on your system.
9. Register your information and log in into GameSpy Arcade.
10. Find the Axis & Allies game under My Games. If you don’t see it, scan
for games in the file menu.
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Launch GameSpy Arcade and Go to the Axis & Allies Game Room:
Click on the GameSpy Arcade link in your Start menu. When the software
starts, you’ll see a list of games and more along the left-hand side. Click
on the Axis & Allies game button on the left to enter the Axis & Allies
game room.
Find or Start an Axis & Allies Game Server: Once you’re in the Axis &
Allies game room, you can meet or greet other players, find servers or
create your own server. The top half of the application lists all of the
available servers, including the number of people playing and your
connection speed (measured by “ping” — the lower your ping, the better).
Don’t like any servers? Click on the Create Room button to start your own
server and wait for people to sign up. (A clever server name usually attracts
people.) Otherwise, double-click on a server of your choice to join in.
Joining and Starting a Game: Once you double-click on a server or start
your own, you’ll be in a staging room, in which you can talk with your
fellow players. When you’re ready to play, click on the Ready button at
the top of the screen. When everyone in the room has signaled their
readiness, the host can then launch the game. GameSpy Arcade fires up
the Axis & Allies game and the fun begins!
Problems? If you have problems using GameSpy Arcade, whether
installing the program, registering it, or using it in conjunction with the
Axis & Allies game, consult the GameSpy help pages, located at:
http://www.gamespyarcade.com/support or e-mail GameSpy by using the
form located at: http://support.gamespy.com
Atari does not control, and disclaims any responsibility or liability for, the
functioning and performance of third-party web sites and any content on or
available through third-party web sites.
EDITOR
If you have finished all of the campaigns
and shown your friends the meaning of
the word blitzkrieg, you may want to
check out the editor. With it you can
create your own custom maps and battles
for single-player or multiplayer games.
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FILM
Each time you finish a battle, you have
the option to save a film of the events
that took place. Film is a valuable tool
that enables you to examine winning
strategies from all points of view.
OPTIONS
Gameplay Options
Message Log Fade – Sets the speed at
which messages sent from the game or
other players disappear from the screen.
Maximum Message Lines – Controls the
number of in-game message text lines
that are displayed at once.
Camera Scroll Speed – Sets the speed at which the camera moves when
you press the arrow keys or scroll past the edges of the screen using the
mouse cursor.
Camera Zoom – Defines the camera zoom level at which you start the game.
Game Speed – Controls the game speed level.
Hotkey – Select from four Hotkey layouts.
Camera Rotation – Toggles camera rotation ON / OFF.
Tooltips – If you leave this option checked, you can identify most
in-game buttons and icons by hovering your mouse cursor above them.
Confirmation Dialogs – Uncheck this to disable the “Are you sure?”
dialogs when you take major actions in-game.
Engagement – Check this to receive notification when your company
engages an enemy.
Audio Only – Check this to only receive an audio cue when your
company engages an enemy.
Production – Check this to receive notification when a regiment or truck
is deployed.
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Damage Numbers – Check this to see how much damage your units are
giving and receiving.
Supply Border – Check this to display the supply border zone by default.
Elapsed Game Time – Check this to display an on-screen counter of the
elapsed game time.
Video Options
Different Room – Check this to show games hosted in different rooms.
Full – Check this to show full games.
In Progress – Check this to show games that have already begun.
Different Language – Check this to show games in different languages.
Automatic Server Refresh – Check this to turn on automatic server refreshing.
Tracks – Check this box to have your units leave footprints.
Chat – Check this to see all chat messages.
Additional Terrain Details – Adds additional features to the terrain map.
Buddy – Check this to see buddy messages.
High Quality Filtering – Smoothes the terrain.
Away – Check this to see away messages.
High Definition Terrain – Improves the overall appearance of the terrain map.
Room – Check this to see messages from different rooms.
High Quality Object Fog – Disable this option to completely expose a
unit or building when discovered in fog.
Automatic Away (sec) – Sets how long you must be idle before being
marked as away..
High Detail Textures – Improves texture details.
World War II Options
Decals – Displays the unit insignia associated with the commanding HQ.
Movement Arrows – Toggles display of possible moves (when you select
an army).
Shadow Detail – Controls the quality of the shadows cast by units.
Help Tips – Uncheck this to disable the help screens.
Audio Options
Chat Notification – Check this box to hear an alert when a player sends
a chat message.
Unit Acknowledgement – Uncheck this box to remove
the verbal acknowledgement that your units
respond with when you give them an order.
Network Options
Report Game in Progress – The game
remains listed while playing on the Internet
(requires additional bandwidth).
Connection – Specify your network
connection type for Internet play.
Nickname – Create a nickname for LAN games.
Different Version – Check this to show games from
incompatible versions.
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Quick AI Turns – Check this to make computer players move their units
more rapidly.
Quick Resolve AI Battles – Automatically resolves battles involving
computer opponents using the Quick Resolve option (see page 24).
Purchase Confirmation – Uncheck this to disable the purchase
confirmation prompts.
CREDITS
Click here to see the people who brought you the Axis & Allies game.
UPDATE
Select this option to determine if there are any updates available for Axis
& Allies. Use of this feature requires an active Internet connection.
QUIT
Exit the game and return to the Windows® desktop.
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WORLD WAR II
Axis & Allies Select World War II from the
Single Player Menu to recreate the
strategic decision making of the Second
World War by guiding your armies across
a map that encompasses the entire globe.
If you wish to vanquish your enemy,
you’ll have to bring a General’s eye to the world-level machinations, as
well as a commander’s battle prowess to the frequent real-time combat.
Your ultimate objective is to capture two of your enemy’s capital cities,
but you’ll face staunch resistance from your adversaries, who will be
attempting to accomplish the same feat themselves.
The World War II game is turn-based; you move your armies and conquer
territories during your turn. When your turn is over, you watch your
opponent’s turn as they move their armies. Whenever two or more armies
meet, the game enters into RTS (Real-Time Strategy) mode. Be aware that
your decisions and movements on the world map will affect the units and
capabilities that you retain in RTS mode.
THE BASICS
Getting Started
Before you can begin a World War II game, you must choose a nation and
a General. Your choice of nation decides which nations are your enemies
and your allies and also the special units that you’re able to build during
combat. Your choice of general determines what special operations you’re
able to use during RTS battles.
The World Map
There are two main aspects of the world map: territories and units.
Territories
The world map is divided into territories.
Each territory can be controlled by only
one nation at a time — if you want to
take control of an enemy’s territory, you
must defeat the army that occupies it.
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It is important to control as many territories as possible, because each
territory you control contributes money to your cash reserves. The larger,
more populous territories contribute the most money to your war chest
each turn, so you should put extra effort into conquering them.
Click on a territory to display information about it, including its name, the
amount of money it generates each turn and the nation that currently
controls it. The nation name is colour-coded: your country’s name appears
in green; ally names are blue; and hostile names are red.
Allied: Allied territories either belong to your nation or to a friendly
nation. You can freely move your armies across these territories, although
you won’t gain control of an unoccupied territory that belongs to an ally if
you leave an army there.
Hostile: Hostile territories belong to nations that are currently at war
with you. You can take control of a hostile territory by entering it and
leaving an army there for a turn (if there are no defending armies). If there
are defending armies, you must defeat them before you can take control.
Independent: Independent territories aren’t controlled by any of the
warring nations. You can gain control of an independent nation by moving
an army into it and leaving it there at the end of your turn.
Neutral: Neutral territories cannot be entered or conquered by any of the
warring nations. Neutral territories are grey in colour.
Units
There are two kinds of units that appear on the world map:
Capitals: Capitals represent each nation’s capital city. Capitals cannot be
moved, and they lend no special abilities to their territories or the armies
that occupy them. However, capitals are key to victory in the World War II
game. In order to win, you need to attack and conquer two of your
opponent’s capitals. If you are playing as the Axis, you need to conquer
any two of the three Allied powers: Great Britain, Russia or the United
States. If you are playing as one of the Allied nations, you need to conquer
both Germany and Japan.
19
Armies: Armies are the building blocks of any successful military
campaign. You must move your armies into enemy territory and vanquish
the armies of your opponents if you wish to successfully win a World War.
Money
War is an expensive endeavour, and even the greatest generals won’t go
far if they can’t pay their troops or afford to research new technologies.
Every territory you control generates wealth for you during each turn. The
amount of money in your war chest appears at the top of the world map,
followed by your income in parentheses. At the beginning of your turn, an
amount of money equal to your current income is added to your cash
reserves; you can stockpile money across several turns if you need to save
up for an expensive research item.
You can use money that you earned on the world map to field new
armies, upgrade existing armies and research new technologies. However,
your cash reserves on the world map are separate from your cash supplies
in the RTS mode of the game.
The Toolbar
The bottom third of the
gameplay screen
contains your toolbar.
Click on the computer
icon in the bottom-left
corner of the toolbar, or press [Esc], to open the Options Menu, where you
can adjust the game options, save or load a game, or return to the Main
Menu.
The mini-map is adjacent to the Options Menu. The mini-map gives you
an overview of the worldwide tactical situation, and also controls your
view of the tactical map clickitself.
The information panel appears in the
centre of the toolbar. When you select an
army or territory, stats about that army or
territory appear on the information panel.
20
You have the ability to choose advanced game options in the bottomright corner of the toolbar. In most cases, three options are available:
Purchase: ClickClick on Purchase [P] to open a new window where you
can buy new armies or research new technologies, if you have the cash to
pay for them.
History: Click on History [H] to open a window that shows the events of
past turns, including troop movements, purchases, the outcomes of
battles and similar events.
End Turn: Click on End Turn [E] to end your current turn and shift control
of the world map to the other players.
Extra options become available when you select an army. These options
are described below.
Armies
You won’t win any battles in Axis & Allies with strong language or
economic sanctions — you’re going to need armies, and plenty of them,
to defeat your opponents. There are the types of armies available to you
on the world map:
The Infantry Army is represented by a soldier icon
The Mechanized Army is depicted by a truck icon
The Armoured Army is depicted by a tank icon
An army upgraded with Air Support is depicted
by an icon containing an airplane
Each of these armies corresponds to the level of technology available to
you during a battle. For example, if you engage an enemy with an Infantry
Army, the only military regiments that you can construct during the
ensuing battle are infantry regiments; you cannot construct mechanized
21
or armoured units. However, if you start a battle with an Armoured Army,
you can build tanks, mechanized units and infantry units during that
battle.
the menu. Of course, the more advanced an army is, the more it
costs.Purchased armies appear at your nation’s capital; you cannot place
them elsewhere on the world map.
Your Defensive Armies are automatically placed at the beginning of the
war. They have the ability to create Infantry and Airborne Infantry, but
they cannot move on the world map. Defensive Armies are depicted by
gun emplacement icons.
Upgrading Armies
Note: Defensive Armies are immobile, so do your best not to lose the
ones that you start with.
Moving Armies
When you click on an individual army on the world map, two options
become available in the bottom-right corner of the toolbar: Move [M] and
Attack [A]. At the same time, arrows appear around your army, indicating
its movement options. Each army is capable of moving to one adjacent
territory during each turn. You can move as many armies as you like per
turn, but you can only participate in one battle during a turn.
To move an army, click on the army to select it, then right-click on the
territory that you wish to move it to. If the territory belongs to one of
your allies, or is undefended, then your army simply
moves there. If the territory is occupied
by a hostile army, then this movement is
considered an attack, and a battle ensues
(see “Battles” on pages 24-25).
If you move your army into an
independent or undefended territory, then
you take control of that territory at the
beginning of your next turn.
Buying Armies
You begin each World War II game with only a
handful of armies. If you wish to invade and
capture enemy territory, you must convert some
of your extra wealth into additional armies. To
do so, click on Purchase [P] in the bottom-right
corner of the toolbar and select Armies from
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In addition to buying armies, you can also spend your money to upgrade
existing armies. If you select an army that is capable of being upgraded, a
new row of icons appears in the bottom-right corner of the toolbar. Click
on one of the available icons to upgrade the army and give it the ability to
create more powerful units during RTS battles. By spending progressively
larger amounts of money, you can upgrade an Infantry Army into a
Mechanized Army, an Armoured Army or give the Infantry Army the
ability to use Air Support.
When you convert an Infantry Army into a Mechanized Army, you give it
the ability to build and use vehicles during RTS battles. If you upgrade an
Infantry Army directly to an Armored Army, you also gain the ability to
create Mechanized regiments during battles, since these are prerequisites
for building armoured regiments (tanks).
Air Support is somewhat different than the other upgrades. If you upgrade
an army with Air Support, it can build and use airplanes during RTS battles,
but you won’t gain either of the previous two upgrades in the process. For
instance, if you to upgrade an Infantry Army with Air Support, you can
build infantry and airfields during RTS battles, but you do not gain the
ability to construct vehicles or tanks.
Technology
In addition to purchasing new armies or
upgrading existing ones, you can also
spend money to acquire new technologies.
To purchase a technology, click on
Purchase [P] and then click on the
Technologies tab. A list of available
technologies appear. Place your mouse
cursor above a technology to view more detailed information about what
the technology does and which units it affects. Click on a technology to
purchase it.
23
Battles
When the forces of two hostile nations meet in a territory on the world
map, a battle occurs to decide which nation will gain control of that
territory.
Starting a Battle
In order for a battle to occur, two or more
hostile armies must simultaneously
occupy the contested territory. If it is
your turn, you can attack a hostile nation
by moving one or more of your armies
into a hostile territory and clicking on
Start Battle (which replaces your End Turn
button). You can only start one battle per
turn, so analyse the entire map at the beginning of your turn to decide
where to strike!
Battle Types
There are two types of battles that can
occur in the World War II portion of Axis &
Allies: a Quick Resolve battle or an RTS
battle. Whenever two armies meet, you
must choose which type of battle you
wish to initiate.
If you choose the RTS battle, then you
enter into a tactical simulation as
described in “The Battlefield” on pages 24-40. You have complete control
over how you build your forces, and you can formulate a plan of attack to
exacting specifications.
In Quick Resolve mode, the computer simulates the battle and determines
the victor instantaneously. The game takes into account the number and
type of armies involved, as well as any technologies that have been
purchased by either side. This is the quickest way to get through a battle
that you are sure to win. If both sides are evenly matched, however, you
may be more likely to win if you attack manually via an RTS battle.
When two computer players attack each other, you may choose to view
either a Quick Resolve battle or an RTS battle. Note: You can select Quick
24
Resolve as the default battle type for computer vs. computer combat by
selecting the appropriate option in the Options Menu.
Armies and Battles
The type and number of armies that you control on the world map has a
direct impact on what you can do during an RTS battle. Your first
consideration is the number of armies with which you attack or defend a
territory. When an RTS battle begins, each army located in a territory
grants you bonus income. Each additional army grants you a bonus
amount to your starting money, providing you with a significantly better
chance of winning.
Your second consideration is the type of armies that you have on the
world map. During an RTS battle, you are only allowed to build units of
the same type as the most advanced army you have in the territory that
is being contested. If you only have an Infantry Army in a territory, you
can only build infantry regiments during a battle in that territory. If you
have an Infantry Army and a Mechanized Army, you can build infantry and
mechanized units, and so on. Therefore, even if you have a large number of
armies, you may still be defeated by an outnumbered foe with
technologically advanced forces.
Battle Results
The victor of a battle retains all of the armies he or she used in that
battle, and gains or retains control of the territory in which the battle was
fought.
If you move one or more armies into enemy territory, instigate a fight and
then lose the ensuing battle, an army is destroyed. If you had more than
one army in the fight, your remaining armies tuck their tails between their
legs and retreat back to the territory from which they launched their
assault. No territories change control in such an instance.
If you lose a battle that an enemy started by moving into your territory,
then your weakest army is destroyed permanently, and the enemy gains
control of the territory. If you have multiple armies in the territory, then
your remaining armies attempt to retreat to the strongest friendly
adjacent territory. If there are no adjacent friendly territories, then your
armies are all destroyed permanently. Do not let the enemy encircle you!
25
THE BATTLEFIELD
The Supply button [Ctrl-S] toggles the supply border ON / OFF.
THE INTERFACE
The RTS gameplay screen appears once a
battle has begun. It is here that you build
up your forces and carry out attacks on
your enemies.
The Fog of War
The Chat button [Return] opens up a chat window with
which you can communicate with other players.
The Game Menu button [Esc] opens a menu
through which you can load or save your game, adjust
options or quit.
Initially, the majority of the screen is
covered with a grey fog — the fog of war
— that obscures the location of your enemy’s buildings and troops, but
reveals terrain and city locations. If you move your armies into an area,
the fog cover recedes, revealing the presence of enemies. Once your units
leave an area, the area covers once again with grey fog.
Command Panel
In some scenarios, the entire map may be covered with what is called
“black fog.” This thick black fog fully blocks your view of the underlying
terrain and cities. Once the black fog has been explored by a friendly
regiment, it will not return.
The command panel appears in the lower-right corner.
This panel contains a number of icons used for giving
orders. The icons in the command panel vary based on
what is currently selected in the gameplay screen.
You can adjust your view in the gameplay screen by dragging your mouse
cursor to the edge of the screen, and you can zoom in and out with either
the mouse wheel or the [Page Up] and [Page Down] keys. To rotate the
view, you can either press the middle mouse button and move the mouse,
or use the number pad [4] and [6] keys.
The Pause button [Pause] pauses the game.
Above the command panel are four buttons that open
windows containing useful information and options:
The Objectives button [F1] displays the goals you must
accomplish to complete your current mission.
Mini-map
The mini-map appears in the lower-left corner
and functions as a representation of the entire
battlefield. The white outline represents that
portion of the map currently displayed on the
gameplay screen.
There are four buttons located on the mini-map
that give you access to basic game functions (see next page):
26
The Technologies button [F2] displays a list of all of the
technologies that are in effect for your army.
The Message Log button [F3] opens a record of all of the
recent onscreen messages.
The Politics button [F4] provides you with
basic information concerning the nations involved
in the battle.
27
Information Panel
Stats Bar
The information
panel appears
between the
mini-map and the
command panel.
Any time you
select a unit or
building in the
gameplay screen, important information about it appears in the
information panel.
The stats bar is located above the information panel. It displays a summary
of your nation’s money, ammo, oil, unit limit, and building limit. Whenever
you hover your mouse cursor over an item that affects your economy, a
second stats bar pops up below the first. The second bar shows you what
your economy will look like after you choose to activate the item in
question.
Along the bottom of the information panel you see a bar containing one
or more symbols with numbers next to them. The symbols are a summary
of how the selected object affects your economy.
Along the top of the information panel you may see one or more icons.
These icons represent special conditions that apply to the selected unit or
building. A unit’s formation, special properties, bonuses and the effects of
technologies appear in a row here. Hover your mouse cursor over any of
these icons to view a popup description.
If you have a group of regiments selected, you see each regiment’s banner
displayed in the information panel. Below each banner you see a grouping
of health bars for each unit within that regiment. The right side of the
information panel includes three formation buttons.
You can view more information about an individual unit by selecting the
unit’s regiment and clicking on the unit’s icon in the information panel.
When you click on the unit’s icon, the information panel changes to
display unit stats. The attack and defence values for that unit appear,
along with any special properties and abilities that the unit possesses.
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Operations Bar & Group Bar
There are two icons in the upper-left corner of
the gameplay screen. The first is the special
operations bar. You can click on it to expand and
collapse a set of icons for each of the special
operations available to your general.
Click on any special operation that is not greyed
out to use it. The icon then appears grey and the
red bar beneath it begins to refill. When the bar
is full, you can use the ability, provided you have
the army experience to pay for it.
The group bar is located to the right of the special operations bar.
Whenever you assign a group to a hotkey, it appears in the unit bar. As
with the special operations bar, clicking on the icon will expand or
collapse the entire group bar.
29
BASES
Corps Headquarters
Your bases are the heart of your operations; it is from these buildings that
you manage your economy, deploy troops, research advanced
technologies and send out special air missions. A proper understanding of
bases and their components is vital to your success.
The Corps HQ is the hub of your base. It is
normally the only building deployed at the
start of a battle and provides you with a
starting economy. The Corps HQ serves as the
origin for the rest of your base. All of the other
buildings (except for Bunkers) deploy from it,
and the most basic technologies can be researched there.
Deploying and Relocating Base Buildings
The key to a successful military campaign is flexibility. Therefore, most of
your buildings are not permanent structures. They can be collapsed, with
their components loaded onto transport vehicles, and moved to more
strategic locations in short order.
When a building is on transport vehicles, it can receive movement orders
just like a regiment. Click on the Unpack icon [P] when you are ready to
assemble your buildingclick. Move your mouse to the location where you
want to assemble the building, click on a location on the landscape and
the transports will move to that location and unpack. Note: If the
building turns red, you are trying to place it somewhere that it cannot go.
It may be too close to another building, on a mountain, in the water and
so on.
If you want to move a building to a different location, just click on the
Pack icon [P] and the building will return to the transport vehicles, ready
to be moved to a new spot.
Base Buildings and Your Economy
In addition to deploying regiments, base buildings add money to your
economy. Each base building produces a small quantity of money, which
you can use to fund your army.
There is a limit to the quantity of buildings you can construct; this
number appears on the stats bar.
Types of Base Buildings
Each nation has unique units and architecture, but all of the buildings
belong to one of the following categories (see next page):
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Division Headquarters
Division Headquarters are the workhorses of
your base; your regiments are recruited from
them.
There are several types of Division Headquarters,
each of which specializes in producing a specific
type of regiment:
• Infantry Division HQs produce foot soldiers
• Mechanized Division HQs produce vehicle regiments
• Armour Division HQs produce tanks
Note: Depending on the scenario or the type of army you used in a World
War II campaign, certain Division HQs and their associated regiments may
not be available for deployment.
Support Buildings
Support buildings don’t do much on their own.
Their purpose is to enhance other buildings. They
do this, primarily, by allowing you to research
additional technologies that make your units
more effective. They also enable your Division
HQs to produce more advanced units.
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Depots
There are three types of depots: Supply Depots,
Oil Depots and Ammo Depots.
stockpiled money. The second number is how much money you are
earning every minute. When you pay to deploy new regiments or
buildings, the monetary cost is deducted from your reserve.
• Ammo Depots supply your units with ammunition and count as one
against your building limit.
While your per-minute money income can be negative, you can never
have less than zero in your reserve. If, however, your reserve is at zero, and
you have a negative income, things will start to go badly for you. For
instance, any units that are in supply are supplied much more slowly than
normal (units that are not in supply have their health slowly drain away
until they disappear altogether). Also, you cannot construct new buildings
or repair the ones you have when you have a negative income
Bunkers
Oil, Ammo & Upkeep
Bunkers are special defensive buildings that are
built by Engineers rather than deployed by
vehicular transports. To build a bunker, select a
regiment of Engineers and click on the Build
icon in the command panel. Choose the type of
bunker you wish to construct, and then place it
as you would if you were unpacking a standard
building. Your Engineers will then rush over and build the bunker at the
location you specify.
Oil and ammo are unit-support resources.
Oil and ammo are displayed in the stats bar
alongside money. Note that these resources display only your per-minute
income; oil and ammo are never stockpiled the way money is.
• Supply Depots expand your zone of supply
and do not count against your building limit.
• Oil Depots supply your units with fuel and
count as one against your building limit.
Cities
Cities are independent sets of structures that any nation can take control
of, and they are not integral to bases. You take control of a city when your
regiments (and no enemies) occupy its centre. Cities give a significant
boost to your economy and also expand your zone of supply.
THE ECONOMY
Resources
Whenever you deploy a unit or construct bunkers, they draw from your
income of ammo and/or oil. This is known as upkeep. If, for instance, you
have an oil income of +20 and deploy a heavy tank regiment that has an
oil upkeep of -18 oil, your oil income drops down to +2 as long as that
tank regiment exists. If you should use more resources than you bring in,
the difference is deducted from your monetary income.
Buying extra supplies isn’t cheap. One unit of ammo costs two units of
money, and one unit of oil costs three units of money. If you have an oil of
income of +10 and build the same heavy tank regiment mentioned above
(-18 oil upkeep), your oil income drops to -8 per minute. That -8 oil
income would cost you -24 units of money per minute — an expensive
problem indeed!
Unit Limit
Armies aren’t free — they require payment and supplies. There are three
primary resources that support your troops in Axis & Allies: money, oil and
ammo.
Money
Money is the only resource that is stockpiled. On
your stats bar, you see two numbers, something
like 466 (+90). The first of these two numbers is your reserve, your
32
The next statistic you see in the stats bar is the unit limit.
The unit limit is a representation of how many troops your
base’s infrastructure can support. Your initial Corps HQ gives you a small
unit limit — normally +3. That means that you can build a maximum of
three regiments. As you add additional buildings, the unit limit increases
to +20.
33
Building Limit
The building limit is a representation of how many buildings
your base’s infrastructure can support.
Army Experience
Army experience appears in the upper-left corner of the operations bar. It
is separate from the experience earned by individual regiments. Although
both are earned by engaging in combat, army experience is used to pay for
the use of special operations.
ARMIES & COMBAT
Building an effective base may impress your enemy, but it won’t slow
them down when their tanks start rolling. For that you need an army.
Units & Regiments
Units are the individual soldiers, tanks and vehicles that make up your
forces. Each unit has unique abilities, costs, strengths and weaknesses
which, when added together, define the nature of your army.
Each unit is made up of a number of statistics,
properties and abilities. You can
access these statistics by selecting a
unit and looking at the information panel.
You don not command individual units in Axis & Allies. Instead, you
command groups of units called regiments. A regiment is a group of
between two and eight units.
The units in a regiment may be identical, such as an Infantry Regiment
with eight Infantry. They may also consist of different types, such as a
Mechanized Infantry Regiment with three Infantry, two Machine
Gun Infantry, one Light Tank and two Halftracks.
To build a regiment, select
a structure capable of
deploying it (normally a Division
HQ) and click on the Deploy icon [D].
The command panel changes to show an
icon for each type of regiment. Each type
is composed of a number of units chosen for a specific
purpose, such as anti-tank or anti-air. If an icon is grey, you lack the
support building necessary to build that particular regiment (the popup
description of the greyed-out icon tells you what you need to build in
order to access that regiment). Once you have chosen the regiment you
wish to deploy, click on its icon and the structure starts building it.
• The Attack value is an indication of how
effective a unit is at damaging enemies. If you hover
your cursor over the Attack Value icon, you can see additional useful
information, such as the unit’s Rate of Fire and whether its attack can
damage other units near its target.
After a few seconds, the first unit of your new regiment appears. At first,
you see only the one unit; selecting it shows you that the images of the
remaining units in that regiment are greyed out. As you watch, the health
bar below the first grey image starts to fill up. When it is full, that unit
appears and joins the regiment, after which the next grey unit’s bar starts
to fill. This process continues as long as your new regiment is in supply
(see Healing & Supply on page 39), or until the regiment is complete.
• The Defence value is how resistant your unit is to being damaged.
Giving Basic Orders
• Special abilities, such as the ability to repair buildings, are represented
by icons below the attack and damage values.
Once you have a regiment under your command, you need to give it
some orders. Five basic orders appear on the command bar: Move, Attack,
Run, Stop and Guard.
Some units have unique properties. For example, a tank is especially
resistant to small arms fire, more so than its defensive rating would
suggest. Special unit properties appear as icons along the top of the
information panel. Hover your cursor over any of them to get more
information on what they do. Here you can also acquire details about
modifiers brought on by special conditions, such as formations or terrain.
34
Click on Move [M] and then on an open space in on battlefield
screen to instruct your regiment to move to that location. You
can also right-click on your destination to have the selected
regiment move there.
35
Click on Attack [A] and then on an enemy unit or structure to
instruct your regiment to attack that enemy, and chase them if
they run. Like using the Move command, right-clicking on an
enemy will also issue an Attack order.
Run [R] is a variation of the Move order. It puts your regiment
temporarily into Column formation, allowing it to move quickly
while avoiding the enemy rather than attacking. When the
regiment reaches its destination, it returns to its previous formation. You
can also hold down the [Alt] key and right-click to automatically issue a
run command
Stop [S] tells a regiment to stop what it’s doing.
Guard [G] tells a regiment to stay close to a unit or location,
attacking any enemies that come near.
Terrain & Formations
Knowing how to move your units across your base is all well and good,
but the wise commander knows that the road to victory isn’t nicely
paved; it is blocked with forests, jungles and mountains.
If your regiments are in difficult terrain, their movement may be slowed.
They may also be affected by additional benefits or penalties. Jungle, for
example, greatly limits movement speed. It also creates big defensive
penalties for vehicles while giving huge defensive bonuses for infantry.
Any terrain bonuses or penalties are summarized in the information panel
while the affected regiment is selected.
Seasoned troops on the move don’t just mill around; they march in
formations designed to give them an advantage. When you have a
regiment selected, you see three icons on the right side of the
information panel.
36
These are the formations available to that regiment. They are Assault [Q]
(the default formation for a new regiment), Aggressive [W] and Column [E].
Click on a formation button to place your regiment into that formation.
Each formation affects either your combat efficiency or maximum speed
(or both). It is important to choose the correct formation for your needs.
Faster formations typically have lower attack efficiency, meaning they are
useful for moving quickly. However, faster formations are not as adept at
combat.
Formation also determines a regiment’s behavior when it encounters an
enemy. When in Assault or Aggressive formation, a regiment is aggressive.
and will attack enemies on
sight. When in Column
formation, a regiment
uses more passive
behaviour, generally ignoring
any nearby enemies.
The distinctions between formations are important; if you want to move
a tank regiment through an enemy base to attack an enemy regiment on
the other side, you must put it in Column formation or else it will stop
and destroy every building on the way. When you get to your target, you
want to place it back in Assault formation, or it will suffer a hefty penalty
while fighting the enemy.
Combat Efficiency
When you have one or more regiments selected, you see a red bar over
their banners in the information panel. This is their combat efficiency, a
general measure of how effective they will be in combat. If the bars are
full, they are 100% effective; if they are half full, they are 50% effective.
If you change their formation and give them an order, you see the bar
slowly begin to change until its combat efficiency reaches the level
associated with the new formation (see next page). The bar changes
slowly, not instantaneously. You must take the speed of this change into
account when deciding when to launch an attack.
37
Formation
Combat Efficiency
Speed
Behaviour
Assault
+0
-25%
Aggressive
Normal
-25%
+0
Aggressive
Column
-50%
+25%
Passive
Entrenchment
Troops waiting for the enemy don’t just sit around; they choose the best
positions, dig foxholes and pile up sandbags. If a regiment is left in one
spot for long enough, it becomes entrenched. You can identify an
entrenched unit by the sandbags that appear around its banner.
Entrenched units gain a various combat bonuses and are therefore adept
at holding key defensive positions.
Groups & Divisions
Commanding a dozen regiments during the heat of battle can be a
daunting task. To make it easier, you can select and group up to six
regiments at the same time and give them orders simultaneously. To
select and group multiple regiments, click on an open area, hold down the
left mouse button and drag a box around all of the regiments you wish to
include. You can also manually add or remove regiments by holding down
[Shift] or [Ctrl] and clicking on a regiment.
Once you have selected a group, you can save it by holding down [Ctrl]
and pressing any of the keyboard number keys. This assigns all of the
regiments in that group to that number key, allowing you to
reselect that group by pressing that number key.
When you assign a group to a number key in this
way, that group appears in the unit bar at the top
of the screen. Note: You can add groups to the unit
bar directly by right-clicking in an empty square,
and can select them by clicking on their portraits in
the bar. If you like, you can also assign individual
regiments and buildings to hotkeys and the unit bar
in the same way.
Regiments in a group are a bunch of individual
regiments grouped together. When given orders, they
move and fight independently, each in its own separate
38
formation. Slower regiments are left behind, and weaker regiments end up
face-to-face with the enemy, just as if it were alone. If you want a group
to act together, select them and click on the Group Behaviour icon[V] to
form them into a division. A division works like a single giant regiment. If
placed in Assault formation, each regiment takes up that formation, and
the entire division forms a single, larger Assault formation, putting weaker
regiments to the rear and stronger ones to the front. A division moves and
fights together, giving it an advantage over grouped units acting
separately. Click on the Group Behaviour icon again to separate a division
back into a group.
Healing & Supply
Each unit has a certain amount of health. When a unit is hit in combat, it
loses a portion this health; if it loses all health, the unit dies.
When you select a regiment, a green bar appears beneath each unit. The
green bar represents the amount of health that a unit has remaining. You
can view health numerically by hovering your cursor over a unit’s icon in
the information panel.
Don’t be too concerned about a few casualties. As long as one member of
a regiment survives, the entire regiment can be brought back to full
strength.
Zone of Supply
A circular area known as the zone of supply encompasses each major base
building and Supply Depot. You can view the zone of supply by clicking on
the associated icon near the mini-map. Any attached regiment within this
area is in supply. While in supply, attached units within a regiment regain
lost health, one by one, and units that were lost in action are replaced
with new units at no cost. Resupplying units is preferable to replacing
entire regiments for one simple reason: replacement regiments come as
Recruits with zero experience. The bonuses granted to more experienced
regiments make it worthwhile to retreat badly beaten regiments back to
the nearest base rather than letting them be wiped out and replaced.
If enemies come close to a building that provides a zone of supply, then
the zone of supply deactivates until the enemy is forced back. It is hard to
conduct business when bullets are flying through the walls!
39
Morale
they progress through the battle:
Nobody likes being shot at. When soldiers are in dangerous or unpleasant
situations, they tend to become discouraged and frightened. If they are
kept in these situations for too long without a rest, they might very well
run from the enemy at their next encounter.
Experience Levels
Every regiment has a morale rating, displayed onscreen as the blue bar
below the company banner. There are some things that will cause this
morale to decrease. Simply being in combat causes a slow drain, and
having a unit within the regiment killed can cause a significant drop in
morale. There are also some factors that will cause a regiment’s morale to
increase, such as time away from combat or killing an enemy. There are a
great many more things that can cause a regiment’s morale to rise and
drop during a battle, and those factors are different for every type or
regiment.
A commander must be aware of the risks of allowing his regiments’
morale to fall too low. Select a regiment and look at the blue morale bar
under its banner in the information panel. The vertical line in the morale
bar indicates the regiment’s breaking point. When the morale of a
regiment drops below its breaking point, the regiment will rout. When a
regiment routs, it assumes column formation and moves away from its
enemies. You have no control over it until it has stopped on its own —
and the regiment is as likely to run deeper into trouble as it is toward
safety.
Level
Exp. Needed
Symbol
Recruit
0
(no symbol)
Regular
100
Single chevron
Veteran
250
Two chevrons
Elite
500
First sergeant
Generals & Special Operations
A single general, chosen from a set of four available to each nation, leads
every army. Each general has four trademark special operations, based on
historical exploits, that you can use during the game to give your side an
edge or to weaken your enemies. Expand the special operations bar on the
upper left of the gameplay screen to access these functions. Each special
operation has a cost in army experience that you must pay each time you
use it.
Allies
There are a number of positive effects you gain by having allies. The
biggest benefit is that allies can use each other’s zones of supply. This
means that your regiments can resupply at an ally’s base, Supply Depot or
city. Map visibility is also shared amongst
allies, both on the gameplay screen and
on the mini-map.
Experience
As your troops engage in battles, they progress from
being raw recruits to acting as grizzled veterans; this is
represented by the experience level of a regiment.
Experience is a numerical representation of how much
a regiment has learned and can be viewed by
hovering your cursor over the Experience icon while
a regiment is selected.
When a regiment gains a certain amount of experience,
they advance to the next level, becoming more effective
combatants. Regiments start out as recruits, and there are
three additional levels of experience that they can earn as
40
At the bottom-left of the
command panel is the Team
Commands icon [T].
Clicking on this icon causes
two or more additional icons to appear in the command panel. The first is
the Allied Team Commands icon [A], which you use to communicate with
all of your allies at once. Click on this icon to display four icons along the
top of the command panel, which allow you to coordinate actions with
your allies by placing a variety of flares. Flares are signals that appear on
both your allies’ mini-maps and on their gameplay screens to request a
specific action. At the bottom of the Allied Team Commands panel is the
41
Report icon [A]. Click on Report to show your allies the information
displayed in your stats bar.
If you look again in the command panel after clicking on the Team
Commands icon, you see that, in addition to the Allied Team Commands
icon, you have an icon for each individual ally. Clicking on one of these
icons allows you to communicate directly with that ally.
In addition to the flare icons, you have a set of four tribute icons. The first
two icons allow you to give your ally money, units or buildings. The second
two icons allow you to request a particular tribute from an ally.
Note: Not all units and buildings can be given as tribute.
ARMIES AND GENERALS
UNITS
Most units are constructed at your various HQs. Since the military
technology available to each nation in Axis & Allies is roughly similar, each
nation will draw on a common pool of units in their battle for world
dominance. However, one nation may have a better implementation of an
individual unit than does another. For instance, the tanks of Germany were
widely feared on the battlefield. Therefore, you should expect German
tanks in the game to be more powerful than British tanks, for example.
Each nation also has one or two special units that are exclusive to that
nation. See the “Nations and Generals” section
on pages 48-54 for information on these.
Anti-Tank Infantry
This specialized infantry unit is designed to take out enemy tanks with its
shoulder-mounted rocket launcher.
Snipers
This deadly unit fires slowly and deals a high amount of
damage to enemy troops. However,
snipers are not effective against vehicles.
Mortar Infantry
Mortar infantry units take up the rear in Artillery
Infantry regiments. They benefit from any technology that
benefits artillery units and can Bombard the enemy.
Officer
Officers are responsible for leading infantry regiments into battle and for
keeping morale high during firefights.
Engineer
Engineers are responsible for repairing damaged structures within your
base. They can also build bunkers and other defensive structures.
Paratrooper
Paratroopers can be deployed from airfields or from aircraft carriers to
locations behind enemy lines. They are in most respects identical to
infantry, except that they don’t possess the grenade attack of normal
rank-and-file soldiers.
Infantry Units
Paratrooper Officer
Infantry units are built at an Infantry Division HQ.
A paratrooper officer is at the head of every air infantry regiment.
Infantry
Mechanized Units
Soldiers win wars, and your basic infantry regiment will
serve you well in any kind of engagement. Infantry
carry either rifles or machine guns. Units with machine
guns have a more powerful attack and can fire from further
away, but you have fewer of these in any given regiment
than you do rifle-wielding soldiers.
Your mechanized regiments consist mostly of halftracks. The armored
halftracks of World War II can be used in a wide variety of ways, including
as armoured personnel carriers and as mobile flak cannons. Mechanized
units are built at a Mechanized Division HQ.
42
43
Halftrack
Heavy Tank
Most mechanized regiments contain at least one or two normal halftracks.
These are particularly well-suited for quickly dispatching infantry units.
If you can afford the massive resource drain, there simply isn’t a better allpurpose regiment than one consisting of heavy tanks.
Anti-Aircraft Halftrack
Artillery Tank
This mobile flak cannon is the core ingredient in the mechanized anti-air
regiment, and constitutes the anti-air component in AA infantry and tank
regiments. These units can’t fire at ground targets, so keep them protected.
The armoured variant of self-propelled artillery can inflict heavy
punishment on enemy structures and units
from behind the main line of battle.
Artillery Halftrack
Command Tank
This self-propelled artillery piece can fire on a
target from a great distance.
Every regiment must have a commander, and
tank regiments are no exception.
Armoured Car
Air Units
The armoured car is the command unit for
mechanized regiments.
Fighter
Armoured Units
Although tanks were used in World War I, it wasn’t until the World War II
that they became an integral part of each combatant’s armed forces. Over
200,000 tanks were produced for that conflict, mostly by Germany, Great
Britain, Russia and the United States. In Axis & Allies, tanks are produced at
your Armoured Division HQ.Light Tank
Fighter planes run escort for bombers, attack other
planes or strafe ground or naval targets.
Bomber
When you need to pulverize ground or naval targets, bombers are the
unit of choice. While they’re expensive to use, they’re guaranteed to leave
a lasting impression with each bombing run.
Naval Units
Light Tank
This tank isn’t the most powerful armoured unit on the battlefield, but it
is more than enough to compete with most infantry or mechanized units.
Light tanks consume the fewest resources.
In addition to a normal light tank regiment, you can also
build a more expensive mechanized armour
regiment, which includes a pair of halftracks.
Medium Tank
Aircraft Carrier
Aircraft carriers are essentially mobile, water-bound airfields. You will want
to protect your carriers, though, as they are vulnerable to attack by enemy
planes.
Battleship
Battleships have the most offensive capability of any unit in the game,
with four main cannons capable of firing simultaneously, but it’s
impossible for them to fire on targets that are too far inland.
Medium tanks require more resources than light
tanks, but offer more power in return.
44
45
STRUCTURES
Airfield
If you wish to successfully conquer your enemies, you’ll need to make use
of quite a few different structures throughout Battle Mode battles.
An Airfield continually resupplies itself with a stock of fighters and bombers,
which reside within the Airfield itself. Fighters automatically defend the
Airfield if it’s attacked, or can be sent on Air Recon missions into enemy
territory. Bombers can be sent out on Air Strikes (bombing runs), with a
fighter escort if you have fighters available. You are required to pay for each
individual Air Recon or Air Strike that you call, so you will need many
Division HQs if you plan to make heavy use of air support.
Corps HQ
Corps HQ is the centre of your military command structure. It can
research general-application technologies, deploy Supply Depots and
construct headquarters for each branch of your armed forces.
Builds: Infantry Division HQ, Mechanized Division HQ, Armoured Division
HQ, Airfield, Supply Depot, Engineer Brigade, Motor Pool, Artillery Brigade,
Ammo Depot, Oil Depot, Supply Depot.
Infantry Division HQ
All of your infantry regiments are constructed at your Infantry Division HQ.
Builds: Infantry Regiment, Anti-Tank Infantry Regiment, Recon Infantry
Regiment, Artillery Infantry Regiment, Engineer Regiment.
Mechanized Division HQ
If you want to build a halftrack, you first need to construct a Mechanized
Division HQ.
Builds: Halftrack Regiment, Anti-Air Halftrack Regiment, Anti-Tank
Halftrack Regiment, Artillery Halftrack Regiment,
Mechanized Infantry Regiment.
Armoured Division HQ
The Armoured Division HQ is the source of your
expensive — but powerful — tank regiments.
Builds: Light Tank Regiment, Medium Tank
Regiment, Heavy Tank Regiment, Artillery Tank
Regiment, Armored Infantry Regiment.
Engineer Brigade
The Engineer Brigade structure doesn’t construct anything by itself, but
you are required to have one before you can build some of the game’s
more advanced units. It also hosts some of the more basic researchable
technologies. Required For: Anti-Air Halftrack, Engineer.
Motor Pool
Like the Engineer Brigade, the Motor Pool doesn’t construct anything, but
you need to have one if you want to build better units or research
vehicle-related technologies. Required For: Anti-Tank Infantry, Medium
Tank, Heavy Tank.
Artillery Brigade
The last of the three research facilities that you need, the Artillery Brigade
allows you to build the game’s most powerful units and research a variety
of tank-related technologies. Required For: Mortar Infantry, Artillery
Halftrack, Artillery Tank.
Supply Depot
Supply Depots expand your zone of supply. Supply Depots do not count
toward your building limit.
Airborne Division HQ
Oil Depot
The Airborne Division HQ provides you
with paratroopers. Paratroopers can be utilized as
both ground troops and troops transported via
aircraft.
Oil depots produce fuel for your units. Each Oil Depot counts as one
building toward your building cap.
46
Ammo Depot
Ammo depots produce ammo for your units. Each Ammo Depot counts as
one building toward your building cap.
47
NATIONS AND GENERALS
UNITED STATES
General Patton
Patton was one of the most flamboyant generals of
World War II. He helped invade French North Africa
in 1942, commanded the 3rd Army during the
invasion of France, and relieved the 101st Airborne
Division that had been surrounded at Bastogne
during the Battle of the Bulge.
USA Special Units and Regiments
Assault Infantry
Assault infantry are armed with rifle grenades, making them more
effective against hardened targets than regular infantry.
Flamethrower Infantry
Flamethrower units must get fairly close to their targets in order to
effectively use their weapons. They deal much more damage than normal
infantry units, and reduce target morale.
Marines
Marines are resilient combatants deployed from American battleships.
General Eisenhower
Dwight D. Eisenhower was the Supreme Allied
Commander during post-Overlord World War II,
responsible for the broadest strokes of military
policy and troop movements. He later became the
Supreme Commander of the Combined Land Forces
of NATO after the war, and later become President
of the United States.
General Arnold
General Harry “Hap” Arnold was named Chief of the
Army Air Forces in 1941, and oversaw the
implementation of avionic technology and strategy
for the U.S. air forces. He was one of only five men
ever to hold the rank of General of the Army (fivestar general), and is the only man ever to be a
General of the Air Force.
Admiral Nimitz
Chester William Nimitz rose through the ranks of
the navy, having served mainly in submarines during
his early career, to become a full Admiral in 1941
and Fleet Admiral (five-star admiral) in 1945.
During the war, he commanded the US Pacific Fleet,
and accepted Japan’s formal surrender aboard the
USS Missouri in 1945.
48
GREAT BRITAIN
Field Marshal Montgomery
Bernard Law Montgomery, after commanding the
8th Army in North Africa and playing a role in the
invasion of Sicily and Italy, returned to Europe as the
commander-in-chief of the ground forces during DDay. After the war, he served as the Chief of the
Imperial General Staff and as deputy supreme
commander of NATO forces in Europe.
Major General Wingate
Maj. General Wingate served in the Sudan and
Palestine before the war. In Burma in 1942, he
helped organise groups of jungle-trained troops,
drawn from the British, Burmese, and Ghurka forces,
which were to be supplied by air and dropped behind
enemy lines.
Admiral Mountbatten
Mountbatten, great grandson of Queen Victoria,
was chief of Combined Operations Command in
1942, and helped organise the preparations for
D-Day. In 1943 he became supreme commander
for the troops in southeastern Asia, where he
repelled the Japanese invasion into India and
49
re-conquered Burma. He accepted the Japanese surrender in Singapore.
After the war, he became the last Viceroy of India before that nation’s
independence, and went on to become First Sea Lord and chief of Britain’s
defence staff.
Field Marshal Wavell
Archibald Wavell’s first engagement in the war was
as the commander of the Middle Eastern forces in
1939. Although he defeated the Italians in North
Africa, he wasn’t able to replicate the feat against
Rommel. He later became Viceroy of India in 1941,
and helped organise the defence against the
Japanese invasion of the colony.
Great Britain Special Units and Regiments
Anti-Aircraft Infantry Regiment
In response to enemy air superiority, the British have begun supporting
their infantry with anti-aircraft halftracks.
Flame Tank
This modified M4 Sherman is capable of spitting out flames at its target
at very short range.
General Chuikov
Before the Soviet Union’s entry into World War II,
Vasily Chuikov was an advisor of Chiang Kai-Shek’s
in China, but in 1942 he was recalled to lead the
62nd Russian Army in Stalingrad. Over one million
people died during the 200 days of fighting in the
city, but eventually the Russians managed to break
the siege, encircle the German troops, and force their
surrender. Chuikov later participated in the capture of Berlin.
Marshal Konev
Ivan Konev participated throughout the war on the
eastern front. He counter-attacked the German
forces as they pushed into Russia in 1941, helped
push them back from Moscow, and eventually led the
first Soviet army to reach German soil. During the
post-war period, he became Commander-in-Chief of
the Soviet ground forces, First Deputy Minister of
Defence, and Commander-in-Chief of the Warsaw Pact armed forces.
Marshal Rokossovski
Konstantin Rokossovski helped to defend Moscow,
participated in the defence of Stalingrad, helped to
recapture the cities of Orel and Warsaw, and led the
charge for Berlin. After the war, he became a military
advisor in Poland, serving as minister of defence.
Heavy Infantry Regiment
A regiment of heavy infantry is equipped with more heavy weapons than
a standard infantry regiment.
RUSSIA
Marshal Zhukov
One of the Soviet Union’s most celebrated
commanders, Giorgiy Zhukov lifted the siege of
Moscow, organised a successful counter-offensive at
Stalingrad, and helped push the Germans out of
Russia. He was the victor in the fierce competition
between Soviet generals to please Stalin by
capturing Berlin, and later became the commander
of the Soviet zone of post-war Germany.
50
Russia Special Units and Regiments
Conscript
Conscripts are similar to Infantry, except that they’re cheaper to build,
consume fewer resources, and don’t possess grenade attacks.
Rocket Truck
Rocket Trucks can rapidly fire multiple rockets at a target, but require a
long reload time.
Snipers
A good Russian sniper will take out an enemy soldier with a single shot.
Snipers excel at tearing apart enemy infantry.
51
GERMANY
Field Marshal Rommel
Erwin Rommel, popularly known as the “Desert Fox,”
achieved his greatest successes in World War II as a
commander of the Afrika Korps in northern Africa.
After being forced to retreat by Montgomery’s 8th
Army, he backed the plot to assassinate Hitler, and
committed suicide after it failed.
Field Marshal Manstein
Erich von Manstein proved himself to be a genius of
military command and planning in World War II. He
first distinguished himself by planning the successful
invasion of France, for which he earned the Knight’s
Cross. He later became one of the most able
commanders in the failed invasion of Russia, and
managed to complete most of his objectives, despite
heavy losses. After the retreat from Russia, Manstein stepped up his
criticism of Hitler’s policies and was eventually relieved of command in
1944.
Field Marshal Kesselring
Albert Kesselring was one of the most notable
commanders of Germany’s air forces during World
War II, commanding an air fleet in the Battle of
Britain, and also supported Barbarrosa in Russia and
Rommel’s operations in North Africa. His last
command was spent in a largely successful twentymonth defence of Italy.
Field Marshal Rundstedt
Field Marshal Rundstedt helped to direct some of
Nazi Germany’s earliest military actions, including
the invasions of Poland and France. He was subject
to Hitler’s capriciousness more than once, having
been replaced or relieved of command on three
separate occasions after having differences of
opinion with Germany’s dictator.
52
Germany Special Units and Regiments
Goliath B1
Experimentation with remote-controlled weapons has lead to the
development of the Goliath B1. The Goliath is essentially a mobile bomb,
capable of destroying vehicles and bunkers.
Heavy Tank (King Tiger)
A regiment of King Tigers consume more resources than any other
regiment in the game, but they outclass all others.
JAPAN
Vice Admiral Mikawa
Gunichi Mikawa commanded Japan’s 8th Fleet in the
central and southern Pacific from 1942 onwards, and
was responsible for one of the United States Navy’s
worst defeats ever at the Battle of Savo Island, just a
month after accepting his new post.
Admiral Yamamoto
Although he was initially opposed to attacking the
United States, Isoroku Yamamoto was the
commander of Japan’s Command Fleet before the
Pacific War erupted, and was responsible for the
planning of the attack on Pearl Harbour and most
other major operations. Due to superior American
intelligence, Yamamoto’s planned invasion of Midway
went disastrously wrong, costing the Japanese four aircraft carriers and
signalling the beginning of the end of Japanese naval influence in the
Pacific. In 1943, American intelligence learned that a convoy of airplanes
would be escorting Yamamoto on an inspection tour; sixteen P-38 fighters
were sent to intercept the convoy, and were successful in shooting down
Yamamoto’s plane.
53
General Kuribayashi
SPECIAL OPERATIONS
Tadamichi Kuribayashi was responsible for the
defence of Iwo Jima. Having had the importance of
the island impressed upon him in a personal audience
with the Emperor of Japan, Kuribayashi instructed his
men to kill ten American soldiers apiece. Despite
being desperately outnumbered by the end of the
invasion, and being asked numerous times to
surrender, Kuribayashi and his men refused. Out of 20,000 Japanese
defenders of the island, ninety-five percent were killed, including
Kuribayashi.
Armoured Resupply: Provides supply to target armor regiments.
Admiral Nagumo
Chuichi Nagumo was
the commander of
Japan’s carrier striking
force during World
War II, and executed
both the successful
Pearl Harbour attack and
the failed invasion of Midway. He died by his own hand
during the final days of the defence of Saipan.
Japan Special Units and Regiments
Banzai Infantry
Banzai Infantry are capable of performing powerful suicide attacks.
Snipers
Japanese soldiers have honed their sniping skills in the dense pacific
jungles. These special commandos are known for their brutal hit-and-run
tactics against enemy infantry.
Tankette
Although Japan isn’t capable of building Heavy Tank regiments, they can
research and build Tankettes. These tanks might not pack a mighty punch,
but they are cheaper than other tank regiments.
54
Assembly Line: Requisitions parts to increase the health of your vehicles.
Atomic Bomb: Atomic Bomb deals a large amount of damage to the
target area.
Banzai Charge: Makes your units go temporarily berserk, giving them a
boost to morale and attack value.
Blitzkrieg: Increases speed and attack value of a group of targeted tanks.
British Sabotage: Drops a British saboteur to sabotage an enemy’s supply
chain.
Carpet Bombing: : Sends a wave of long range bombers to carpet bomb
an area under enemy control.
Code Breaker: When placed on the map, this radio tower will temporarily
reveal all nearby enemy units.
Communist Zeal: Temporarily increases speed, attack, and defence values
of all targeted infantry.
Corps Reorganization: Deploys a new Corps to provide supply and resources.
Demoralization: Instills the enemy with fear, lowering both their morale
and attack.
Double the Guard: Targeted buildings are granted an attack bonus.
Economic Aid: Summons an aircraft to provide temporary economic
relief.
Espionage: Temporarily reveals the enemy’s economic situation.
Filch Assets: Transfers some of your opponent’s money into your cash
reserves.
Fighting Spirit: Targeted units are granted a boost in morale, defense and
speed.
55
Forced March: Greatly increases a unit’s speed, but also decreases health
and morale.
Industrial Sabotage: Target enemy depot is destroyed through sabotage.
Infantry Resupply: Provides supply to target infantry regiments.
Kamikaze: Orders a plane to crash into target location, causing massive
damage.
Lend Lease: Provides a small amount of money.
Maskirovka: Disguises infantry units as heavy tanks.
Mechanized Advance: Temporarily increases speed, attack and defence
values for all targeted halftracks.
Mechanized Resupply: Provides supply to target mechanized regiments.
Panzer Hohle: Deploys a regiment of fake tanks to confuse and
demoralize the enemy.
Propaganda War: Saps enemy units of their will to fight, decreasing
morale.
Radar Scan: Reveals all enemy locations on the mini-map for a short time.
Rapid Deployment: Requisitions equipment to temporarily reduce all
deployment costs.
Russian Sabotage: Drops a Russian saboteur to disrupt the enemy’s
supply operations.
SAS Commandos: Calls in a regiment of SAS Commandos.
Sand Bagging: Targeted buildings are granted a defense bonus against
enemy attacks.
Secret Agent: Paradrops an secret agent to spy on the enemy.
Smoke Barrage: Lays down a smokescreen that reduces the rate of fire of
any nearby enemy units.
Supply Drop: Summons an aircraft to drop a Supply Depot.
V Weapons: Sends a rocket strike to target location, resulting in massive
damage.
56
57
Instalação do DirectX®
PORTUGUÊS QUICKSTART
PARA COMEÇAR
O CD-ROM do Axis & Allies necessita do DirectX® 9.0c ou superior para
funcionar. Se não tens o DirectX® 9.0c ou superior instalado no teu
computador, clica em “Sim” para aceitares o Acordo de Licenciamento do
DirectX® 9.0c. Isto irá fazer correr o Instalador do DirectX®.
O Ficheiro ReadMe
TECLAS DE ATALHO
O CD-ROM do jogo Axis & Allies® CD-ROM tem um ficheiro ReadMe onde
podes consultar o Acordo de Licenciamento e a informação actualizada
sobre o jogo. Recomendamos vivamente que despendas algum tempo a
ler este ficheiro de modo a poderes beneficiar das alterações feitas depois
de o manual ter sido impresso.
Unidades
Para veres este ficheiro faz um duplo-clique no directório Axis & Allies que
encontrarás no teu disco rígido (usualmente em C:\Programas\Atari\Axis
& Allies). Podes também ver o ficheiro ReadMe clicando primeiro no botão
Start na barra de tarefas do Windows®, depois em Programas, de seguida
em Atari, depois em Axis & Allies, e finalmente no ficheiro ReadMe.
CONFIGURAÇÃO E INSTALAÇÃO
1.
Inicia o Windows® 98SE/Me/2000/XP.
2.
Introduz o Disco 1 do CD-ROM Axis & Allies na unidade de CD-ROM.
3. Se o AutoPlay estiver activo, deverá aparecer o ecrã do título. Se o
AutoPlay não estiver activo ou se a instalação não começar
automaticamente, clica no botão Start na barra de tarefas do
Windows® e depois em Executar. Escreve D:\Setup e clica em OK.
Nota: Se a tua unidade de CD-ROM tiver uma letra diferente de D,
substitui D por essa letra.
4. Segue as restantes instruções do ecrã para terminares a instalação do
CD-ROM do jogo Axis & Allies.
5. Logo que a instalação esteja completa, clica no botão Start na barra
de tarefas do Windows® e escolhe Programas/Atari/Axis & Allies/Axis
& Allies para iniciares o jogo.
58
Nota: Para jogares, tens que ter o disco 1do Axis & Allies na tua
unidade de CD-ROM.
Acção
Comando
Andar
Ataque
Correr
Parar
Construir
Reparar
Guardar
Explorar
Bombardear
M
A
R
S
B
I
G
X
B
Unidades, cont.
Acção
Comando
Afugentar
Ligar
Desligar / Debandar
O
C
Delete
Comportamento de Grupo
LIGADO / DESLIGADO
V
Comandos de Equipa
T
Formação de Assalto
Q
Formação Agressiva
W
Formação em Coluna
E
59
Edifícios / Camiões
Acção
Fazer /Desfazer as Malas
Destacar
Destacar para um Local
Pesquisar
Ponto de Encontro
Ordenar a Todos
Cancelar
Vender
Comandos Aéreos
Acção
Ataque Aéreo
Reconhecimento Aéreo
Escolta LIGADA/DESLIGADA
Comandos de Equipa
Acção
Seleccionar Todas as Forças Aliadas
Seleccionar as Forças 1-8
Ataque de Equipa
Defesa de Equipa
Exploração em Equipa
Comandos de Equipa, cont.
Acção
60
Comando
P
D
L
R
F
A
C
Delete
Comando
A
C
E
Comando
A
[1]-[8]
A
D
E
Comando
Construção em Equipa
B
Dar Recursos
R
Dar Edifício
G
Requerer Recursos
S
Requerer Edifício
Q
Conversa
S
Relatório
T
Cancelar
C
Teclas de Atalho Adicionais
Acção
Comando
Objectivos
Tecnologias
Registo de Mensagens
Política
F1
F2
F3
F4
Percorrer os Regimentos Destacados
Percorrer os Engenheiros / Camiões
Conversa com um Amigo
Percorrer a Selecção
Operação Especial 1
Operação Especial 2
Operação Especial 3
Operação Especial 4
F5
F6
F7
TAB (Shift-TAB for reverse)
Y
H
N
J
Metajogo
Acção
Atacar
Andar
Fim da Vez
Comprar
História
Comando
A
M
E
P
H
GUARDAR E CARREGAR
Durante o jogo, clica no ícone do Menu de Jogo no mini-mapa para pores
o jogo em pausa e veres uma lista de opções (consulta a secção “Minimapa” na página 26). Para guardares o teu progresso, selecciona Guardar,
introduz um nome para o teu jogo guardado e depois clica no botão
Guardar. Para carregares um jogo guardado, selecciona Carregar, depois
escolhe um jogo guardado e clica no botão Carregar. Também podes
carregar um jogo através dos menus de jogo Campanha, Personalizado ou
II Guerra Mundial (ver abaixo).
61
Installation av DirectX®
SVENSK QUICKSTART
TILL ATT BÖRJA MED
Viktigt-filen
Med Axis & Allies® följer en viktigt-fil (ReadMe) som innehåller både
licensavtalet och uppdaterad information om spelet. Det rekommenderas
att du läser denna fil för att kunna dra nytta av ändringar i spelet som
tillkommit efter att denna handbok tryckts.
Om du vill läsa filen dubbelklickar du på den i mappen Axis & Allies på
hårddisken (normalt i C:\Program\Atari\Axis & Allies). Du kan även öppna
viktigt-filen genom att klicka på Start i Windows® aktivitetsfält, sedan på
Program, sedan på Atari, sedan på Axis & Allies, och till sist på ReadMe.
INSTALLATION
1.
Starta Windows® 98SE/Me/2000/XP.
2.
Sätt in Axis & Allies cd1 i cd-romenheten.
3. Om automatisk uppspelning är aktiverad dyker en titelskärm upp. Om
automatisk uppspelning inte är aktiverad eller installationen inte
startar automatiskt klickar du på Start-knappen i Windows®
aktivitetsfält, sedan på Kör. Skriv D:\Setup och klicka på OK. Obs! Om
din cd-romenhet har en annan enhetsbeteckning än D, skriver du den
bokstaven istället.
4.
Följ därefter instruktionerna på skärmen för att slutföra installationen.
5. När installationen är klar klickar du på Start-knappen i Windows®
aktivitetsfält och väljer Program/Atari/Axis & Allies/Axis & Allies för
att börja spela.
Axis & Allies kräver DirectX® 9.0c eller senare. Om du inte har DirectX®
9.0c eller senare installerat på datorn så klickar du ”Yes” för att godkänna
dess licensavtal. Då kommer installationen av DirectX® 9.0c att påbörjas.
SNABBKOMMANDON
Enheter
Funktion
Kommando
Förflytta
Attackera
Spring
Stoppa
Bygg
Reparera
Försvara
Utforska
Bombardera
M
A
R
S
B
I
G
X
B
Enheter forts.
Funktion
Kommando
Fly
Sammanför
Upplös
O
C
Delete
Gruppbeteende PÅ/AV
V
Gruppkommandon
T
Angreppsformation
Q
Aggressiv formation
W
Kolonnformation
E
Obs! Du måste ha Axis & Allies cd1 i cd-romenheten när du spelar.
62
63
Buildings / Trucks
Funktion
Packa ihop/Packa upp
Utplacera
Utplacera till plats
Forskning
Samlingspunkt
Ge kommando till alla
Avbryt
Sälj
Luftkommandon
Funktion
Luftangrepp
Luftspaning
Eskort PÅ/AV
Gruppkommandon
Funktion
Välj alla allierade
Välj grupp 1-8
Gruppattack
Gruppförsvar
Grupputforskning
Gruppkommandon forts.
Funktion
64
Kommando
P
D
L
R
F
A
C
Delete
Kommando
A
C
E
Kommando
A
[1]-[8]
A
D
E
Kommando
Bilda grupp
B
Ge resurser
R
Ge byggnad
G
Begär resurser
S
Begär byggnad
Q
Chatta
S
Rapport
T
Avbryt
C
Övriga kommandon
Funktion
Kommando
Mål
Teknik
Meddelandehistorik
Politik
F1
F2
F3
F4
Bläddra frånkopplade regementen
Bläddra ingenjörer/fordon
Chatta med kompis
Flytta markör
Specialkommando 1
Specialkommando 2
Specialkommando 3
Specialkommando 4
F5
F6
F7
TAB (Skift-TAB går baklänges)
Y
H
N
J
Metaspel
Funktion
Attackera
Förflytta
Avsluta drag
Köp
Historik
Kommando
A
M
E
P
H
SPARA OCH LADDA
Under spelets gång kan du klicka på ikonen för spelmenyn på minikartan
(se ”Mini-map” på sidan 26). Då pausas spelet och en lista med alternativ
visas. Om du vill spara väljer du ”Save” (spara), anger ett namn för det
sparade spelet och klickar på ”Save”-knappen. Om du vill ladda ett tidigare
sparat spel väljer du ”Load” (ladda), väljer ett sparat spel och klickar på
”Load”-knappen. Du kan även ladda spel från menyerna ”Campaign”
(kampanj), ”Custom” (anpassat) eller ”World War II” (2:a världskriget) (se
nedan).
65
DirectX®:n asennus
SUOMI QUICKSTART
AIVAN ALUKSI
ReadMe-tiedosto
Axis & Allies® -CD-ROM-peliin liittyy ReadMe-tiedosto, jossa on sekä
käyttösopimus (License Agreement) että pelin uusimpia tietoja. Lukemalla
tiedoston voit hyötyä kaikista muutoksista, joita on mahdollisesti tehty
tämän ohjekirjan painamisen jälkeen.
Voit avata tiedoston kaksoisnapsauttamalla sitä kiintolevyn Axis & Allies hakemistossa (yleensä C:\Ohjelmatiedostot\Atari\Axis & Allies). Voit avata
ReadMe-tiedoston myös napsauttamalla Windows®-tehtäväpalkin
Käynnistä-painiketta, valitsemalla Ohjelmat, valitsemalla Atari, Axis &
Allies ja napsauttamalla sitten ReadMe-tiedostoa.
ASENTAMINEN
1.
Käynnistä Windows® 98SE/Me/2000/XP.
2.
Aseta CD-ROM-asemaan Axis & Allies -CD-ROM-levy 1.
3. Jos automaattinen käynnistys on käytössä, pelin alkunäyttö tulee
näkyviin. Jos automaattinen käynnistys ei ole käytössä tai asennus ei
ala automaattisesti, napsauta Windows®-tehtäväpalkin Käynnistäpainiketta ja valitse sitten Suorita. Kirjoita D:\Setup ja valitse OK.
Huomautus: Jos CD-ROM-asemalle on määritetty jokin muu kirjain
kuin D, käytä oikeaa kirjainta.
4. Viimeistele Axis & Allies -CD-ROM-pelin asennus noudattamalla
näyttöön tulevia ohjeita.
5. Kun asennus on valmis, voit aloittaa pelin napsauttamalla Windows®tehtäväpalkin Käynnistä-painiketta ja valitsemalla Ohjelmat/Atari/Axis
& Allies/Axis & Allies.
Axis & Allies -CD-ROM-peliä varten tietokoneessa on oltava DirectX® 9.0c
tai uudempi versio. Jos tietokoneeseen ei ole asennettu DirectX® 9.0c ohjelmaa tai uudempaa versiota, hyväksy DirectX® 9.0c License
agreement (käyttösopimus) valitsemalla Yes (Kyllä). DirectX® 9.0c ohjelman asennusohjelma käynnistyy.
PIKANÄPPÄIMET
Yksiköt
Toiminto:
Komento:
Liike
Hyökkäys
Juoksu
Pysähdys
Rakentaminen
Korjaus
Vartiointi
Tutkiminen
Pommitus
M
A
R
S
B
I
G
X
B
Yksiköt (jatkoa).
Toiminto:
Komento:
Pako
Liittäminen
Erottaminen / lakkauttaminen
O
C
Delete
Ryhmätoiminta PÄÄLLÄ / POIS
V
Joukkuekomennot
T
Hyökkäysmuodostelma
Q
Aggressiivinen muodostelma
W
Jonomuodostelma
E
Huomautus: Axis & Allies -levyn 1 on oltava pelin aikana CD-ROMasemassa.
66
67
Rakennukset / Rekat
Toiminto:
Lastaaminen / Lastin purkaminen
Käyttöönotto
Sijoittaminen kohteeseen
Tutkimus
Kokoontumispiste
Komenna kaikkia
Peruuta toiminto
Myynti
Lentokonekomennot
Toiminto:
Ilmahyökkäys
Ilmatiedustelu
Saattuelento PÄÄLLÄ / POIS
Joukkuekomennot
Toiminto:
Valitse kaikki liittoutuneet
Valitse puoli 1 - 8
Joukkuehyökkäys
Joukkuepuolustus
Joukkuetutkimus
Joukkuekomennot (jatkoa)
Toiminto:
68
Komento:
P
D
L
R
F
A
C
Delete
Komento:
A
C
E
Komento:
A
[1]-[8]
A
D
E
Komento:
Joukkuerakentaminen
B
Anna raaka-aineita
R
Anna rakennus
G
Pyydä raaka-aineita
S
Pyydä rakennusta
Q
Keskustelu
S
Raportti
T
Peruuta toiminto
C
Lisänäppäimet
Toiminto:
Komento:
Tavoitteet
Tekniikka
Viestiloki
Politiikka
F1
F2
F3
F4
Selaa irrotettuja rykmenttejä
Selaa pioneereja tai rekkoja
Kaveriviesti
Selaa valintoja
F5
F6
F7
SARKAIN (vaihto+SARKAIN
vastakkaiseen suuntaan)
Y
H
N
J
Erikoistoiminto 1
Erikoistoiminto 2
Erikoistoiminto 3
Special Operation 4
Metapeli
Toiminto:
Hyökkäys
Liike
Lopeta vuoro
Ostaminen
Menneisyys
Komento:
A
M
E
P
H
TALLENTAMINEN JA LATAAMINEN
Voit pysäyttää pelin napsauttamalla pienoiskartan Game Menu
(Pelivalikko) -kuvaketta, jolloin näyttöön tulee eri vaihtoehtoja sisältävä
luettelo (katso kohta Mini-map sivulla 26). Voit tallentaa pelin seuraavasti:
valitse Save (Tallenna), kirjoita tallennettavan pelitiedoston nimi ja
napsauta sitten Save-painiketta. Jos haluat ladata pelin, valitse vaihtoehto
Load (Lataa), valitse pelitallenne ja napsauta Load-painiketta. Voit ladata
pelin myös Campaign (Kampanja)-, Custom (Mukautettu)- tai World War II
(Toinen maailmansota) -pelivalikoista (katso alla).
69
CREDITS
TimeGate Studios, Inc.
Alan Chaveleh
Adel Chaveleh
Executive Producers
Ian Klimon
Producer
Denis Papp
Programming Director
John McDonald
Phillip Bowman
Lead Programming
Aki Morita
Brent A. Thale
Charles Kuo
Christopher Huybregts
Kevin Dill
Mark Doughty
Matt McLelland
Szymon Mazus
Programming
Christopher Popp
Guy English
Joey Alfeche
Shay Pierce
Additional Programming
Alan Chaveleh
Game Concept
Ian Klimon
Design Director
Brad Lewis
Deven Winters
Dusty Nolting
Jaemus Wurzbach
Josh Ball
Marshall Womack
Richard Babington Jr.
Russel Hughes
Scott Uhler
Scotty Brown
Artists
Chakrasound
Voice Recording Services
Austin Cline
Cliff Young
Danny Beck
Enrique Pina III
Jeremy Miller
Jessie Rolan
Jean-Paul Self
Ryan Rosanky
Thomas Woods III
Dan Lyons
Jimmy Alam
Nagual Entertainment
Additional Art
George Manley
Brett Weaver
Vladimer Fogel
Soshi Kawabe
Rutherford Cravens
Stephen Foullard
Dean Krosecz
Drew Heine
Vic Mote
David Lopez
Levon Louis
Shawn Mitsakis
Roman Rivlin
Houston Haymon
Randall Garner
Jeff Lane
Mark Laskowski
Alex Shapovalov
Michael Ruttowski
Arkady Orochovsky
Robert Wise
Billy "BMC" McCain
Jeremy Norman
Asa Klein
Nikolai Stepenenko
Hans Hagadorn
Austin Vernon
Karl Rosenbusch
Guy Schwartz
S. Michael "Mick" McCown
Voice Talent
Brett Norton
Production
Seth Freeman
Lead Tester
Aaron Denton
Heath Clark
Seth Freeman
Quality Assurance
Bob Chandler
Justin Wingard
Brett Norton
Design
Behzad Baharloo
Bobby Baharloo
Ben Galley
Ben Landis
Christopher McIntyre
Larry McMichael
Eric Rutherford
Natalie Sirisaengtaksin
Additional Quality Assurance
Mark Yohalem
Writing
Christina Chaveleh
Public Relations
Zachary Forcher
Art Director
Carlos Hernandez
Webmaster
Phillip Morales
Lead Art
The Stratos Group
Manual
Brian Wood
Lead Design
Julian Soule
Music
70
Crispin Hands
Frank Bry
Sam Powell
Levon Louis
Sound Design
Levon Louis
Voice Director
Marlo Blue
Voice Casting, Scheduling
Roger Tausz
Adam Kellogg
Kevin Bomar
Voice Recording Engineers
Special Thanks
Mort Baharloo
Mark Winters
David Tyer
Our Families and Friends
Additional Thanks
ATI Developer Relations
NVIDIA Developer Relations
Microsoft DirectX Team
NDL
The HIT Support Network
Atari
Bill Levay
Senior Producer
Alex Ahlund
Assistant Producer
Ryan Wener
Brand Manager
Bob Welch
Executive Producer
Paul Hellier
Director of Technology
Peter Matiss
Director of Marketing
Steve Martin
Director of Creative Services
Liz Mackney
Director of Editorial & Documentation Services
Charles Rizzo
Art Director
Roderick Tilley
Graphic Designer
Ross Edmond
Documentation Specialist
Paul Collin
Copywriter
Michael Gilmartin
Director of Publishing Support
Chuck Nunez
Bill Carroll
Q.A. Managers
Ken Ford
I.T. Manager/Western Region
Michael Vetsch
Manager of Technical Support
Jason Kausch
Q.A. Testing Supervisor
Christopher Salings
Jason Anderson
Lead Testers
Elong Chiu
Adrian Escultura
Max Fitzmaurice
Don Gorday
Anwar Malimban
Dan Schneider
Piers Sutton
Henry Yei
Testers
71
Ken Moodie
Beta Test Administrator
Dave Strang
Manager, Engineering Services and
Compatibility Lab
Ken Edwards
Engineering Services Specialist
Dan Burkhead
Eugene Lai
Engineering Services Technicians
Chris McQuinn
Senior Compatibility Analyst
Randy Buchholz
Compatibility Test Lead
Patricia-Jean Cody
Mark Florentino
Scotte Kramer
Cuong Vu
Compatibility Analysts
Special Thanks
Larry Harris
Andy Mazurek
Scott Triola
Jeff Foley
Scott Walker
Constantine Hantzopoulos
Henrik Strandberg
Hudson Piehl
QUALITY ASSURANCE TEAM
Lewis Glover
Quality Director
ATARI EUROPE
Philippe Louvet
Engineering Services Manager
Jean Marcel Nicolaï
Senior VP of International Operations.
Stéphane Entéric
Engineering Services Expert
REPUBLISHING TEAM
Rebecka Pernered
Republishing Director
Emeric Polin
Engineering Services Expert
Carine Mawart
Quality Control Project Manager
Lisa Charman
Certification Project Manager
Pierre Marc Bissay
Product Planning Project Manager
Sébastien Chaudat
Republishing Team Leader
Jon Nelson
Director, Global Web Services
Maxime Loppin
Republishing Producer
Cyril Voiron
European Group Marketing Manager
Scott Lynch
Producer, Online
Ludovic Bony
Localisation Team Leader
Aidan Minter
European Product Manager
Gerald “Monkey” Burns
Senior Programmer, Online
Ai-Lich Nguyen
Localisation Project Manager
Lynn Daniel
European Communications Manager
Richard Leighton
Senior Web Designer, Online
Karine Vallet
Localisation Project Manager
Sarah Horton
Online Marketing Manager
Fabien Roset
Localisation Technical Consultant
Todd Curtis
Vice President, Operations
Stéphane Zaouak
Localisation Technical Consultant
Eddie Pritchard
Director of Manufacturing
Caroline Fauchille
Printed Materials Team Leader
Lisa Leon
Lead Senior Buyer
Sandrine Dubois
Printed Materials Project Manager
Gardnor Wong
Senior Buyer
Marie Sliwa
Printed Materials Project Manager
Tara Moretti
Buyer
Vincent Hattenberger
Copy Writer
Janet Sieler
Materials Planner
Jenny Clark
MAM Project manager
MANUFACTURING / SUPPLY CHAIN
Alain Fourcaud
Director Supply Chain
Delphine Doncieux
Fanny Giroud
Mike Shaw
Jean Grenouiller
Manufacturing Coordinators
72
Loc testers :
Oskar Matzke
Cécile Jallais
Heloise Mucini
Javier Viloria
RelQ (Gaurav Kudva)
TAKE OFF
Steve Eddicott Eye-D Creative
Mirko Parmigiani
MARKETING TEAM
Martin Spiess
European Marketing Senior VP
Nichole Mackey
Process Planner
SPECIAL THANKS TO :
Babel (Jens Geffert)
KBP (Benoît Mergault et Jan Büchner)
Synthesis
Emanuele Scichilone, Mauro Bossetti and
Sergio Lopezosa
Enzyme Lab (Marc-André Parizeau et
Kirsten Schrankel)
Bruno Tarrade
LOCAL MARKETING TEAM
Ben Walker
Product Manager U.K
Alexander Enklaar
Product Manager France
Stephan Pietsch
Product Manager Germany
Rodrigo De La Pedraja San José
Product Manager Spain
Manuel Fontanella
Product Manager Italy
Johnny Berggren
Product Manager Nordic
Johan De Windt
Product Manager Benelux
Simon Stratton
Product Manager Switzerland
William Ng
Product Manager Australia
Vaggelis Karvounis
Product Manager Greece
Noam Weisberg
Product Manager Israel
73
The PEGI age rating system:
Age Rating categories:
Les catégories
de tranche d’âge:
™
Note: There are some local variations!
Note: Il peut y avoir quelques variations en fonction du pays!
Content Descriptors:
Description du contenu:
BAD LANGUAGE
LA FAMILIARITÉ
DE LANGAGE
FEAR
LA PEUR
DISCRIMINATION
LA DISCRIMINATION
SEXUAL CONTENT
LE CONTENU
SEXUEL
DRUGS
LES
DROGUES
VIOLENCE
LA
VIOLENCE
For further information about the Pan European Game Information
(PEGI) rating system please visit:
Pour de plus amples informations concernant l’évaluation du système
d’information de jeu Pan Européen (PEGI), vous pouvez consulter:
Para obtener más información sobre el sistema de calificación de
juegos (PEGI), por favor visite:
Per ulteriori informazioni sul sistema europeo di valutazione delle
informazioni del gioco (PEGI) vi preghiamo di visitare:
Für weitere Informationen über das europäische Spiel-Informationen
Bewertungs-System (PEGI) besuchen Sie bitte:
http://www.pegi.info
© 2004 Atari Interactive, Inc. All Rights Reserved. AXIS & ALLIES is a registered trademark of Hasbro, Inc.
Used with permission. All other trademarks are the property of their respective owners.
Marketed and Distributed by Atari Europe SASU.
Portions of this software are included under license. © 2004 TimeGate Studios, Inc.
All rights reserved. TimeGate Studios and the TimeGate Studios logo are
trademarks of TimeGate Studios, Inc.
Windows and DirectX are either registered trademarks or trademarks of Microsoft Corporation in the United States
and/or other countries.
Pentium is a trademark or registered trademark of Intel Corporation or its subsidiaries in the United States or other
countries.
Uses Bink Video. Copyright ©1997-2004 by RAD Game Tools, Inc.
Uses Miles Sound System. Copyright © 1991-2004 by RAD Game Tools, Inc.
MPEG Layer-3 playback supplied with the Miles Sound System from RAD Game Tools, Inc.
MPEG Layer-3 audio compression technology licensed by Fraunhofer IIS and THOMSON multimedia.
Portions of this software are included under license. © 2004 Numerical Design, Ltd. All rights reserved.
Gamebryo ® is a registered trademark of Numerical Design, Ltd.
74
This product contains software technology licensed from GameSpy Industries, Inc.
© 1999-2004 GameSpy Industries, Inc. All rights reserved.
75