Axis & Allies Zombies (AA42-2)



  • I have converted as best I could, Axis & Allies & Zombies to TripleA. I am using the 1942-2nd edition map, instead of the Zombies map (that will follow). I also included the 1942 setup included in the AAZ game.

    I was unable to replicate the boardgame's dead infantry to zombie mechanic. Instead individual zombie units pop up randomly all over the map and less frequently zombie hordes will appear.

    Here is the Download Link. Just put the file in triplea\downloaded maps folder.

    The random zombie appearances force the players to adapt to constantly changing situation.


  • Moderators Admin

    @RogerCooper Why not using the v6 map, since that is clearly the closest one, isn't it?



  • @Cernel There were specific rules for using V5 map, so I used it. I will create a V7 map soon.



  • @RogerCooper I am not at a Java-PC at the moment so I need to ask:
    How did you resolve the 1942 setup-errors in the printed version of the rules?
    Or have you just used the original v5 setup and added Zombies?

    I used the original setup for the West Coast of the US.


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    @RogerCooper said in Axis & Allies Zombies (AA42-2):

    @RogerCooper I am not at a Java-PC at the moment so I need to ask:
    How did you resolve the 1942 setup-errors in the printed version of the rules?
    Or have you just used the original v5 setup and added Zombies?

    I used the original setup for the West Coast of the US.

    I'm sure @Panther will correct me, if I'm wrong, but, while in v6 the setup changes from OOB are an errata (thus are still OOB, and you are supposed never to play without them), in v5 the setup changes are part of the "tournaments only" special (rebalanced) rules, while nothing is wrong with the original units setup. Thus you can choose either to play OOB or TR, in 1942.II.

    Likewise, I suppose that you can apply "Zombies" to one or the other game. Thus, you would have a total of 3 different games: The original Zombies, the 1942.II OOB with Zombies and the 1942.II TR with Zombies.

    However, I'm not actually sure if you can apply Zombies to the TR version of 1942.II.


  • Moderators Admin

    @RogerCooper said in Axis & Allies Zombies (AA42-2):

    @RogerCooper I am not at a Java-PC at the moment so I need to ask:
    How did you resolve the 1942 setup-errors in the printed version of the rules?
    Or have you just used the original v5 setup and added Zombies?

    I used the original setup for the West Coast of the US.

    @Cernel
    This was a question asked to Roger by me that addresses something else:
    In the A&A&Z-rules the original game is a 1941 scenario. Additionally the game/rulebook includes a special Zombie-setup for the 1942SE (v5) game and a special card-set for this edition. Unfortunately the US setup card for the 1942SE variant of the game is a terrible misprint, and AH has not managed to provide a corrected version until today.

    So the solution that @RogerCooper chose is to partly use the V5-original setup, that was - as far as I remember - a suggestion made by Krieghund on BGG - until an official correction will be issued.

    So actually two official (OOB) versions exist: The original Zombies-1941-version and the original Zombies-1942SE-version (with workaround to overcome the incorrect US setup card).

    Of course a 1942SE OOB and a 1942SE TR version might be additionally created/played.


  • Moderators Admin

    @RogerCooper Would you please check the download link you provided?
    On this forum this link leads to a "NotFound" message.
    And the part that links to your website returns a 404 Error.



  • @Cernel The alternate setup is does not resolve the fundamental issue with AA42-2, which is the low Russian income. I put it in for completeness. Starting 10 zombies in Germany does a lot for balance.

    The AAZ map itself is pretty good and I think will make a good game even if without zombies. Personnel centers are a good addition to the game.

    I can zombify any scenario. I used variables and ForEach loops to make it fairly simple.




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    @RogerCooper Thank you.
    Why have you limited battles to only one round of combat?
    I am confused now by ending Russia's turn with as well Russian as German units in West Russia.
    Leaving a contested territory behind is something I do only know from AA1914...



  • @Panther In the boardgame, attacks by and against Zombies are limited to 1 round. I can't directly support that in TripleA, but limiting all land combat to 1 round creates some of the 3-sided combat that the original boardgame had.


  • Moderators Admin

    @RogerCooper said in Axis & Allies Zombies (AA42-2):

    @Panther In the boardgame, attacks by and against Zombies are limited to 1 round.

    You might come closer to the wanted behaviour by having the zombies AA attacking for one round and leaving the game generally at infinite battle rounds.


  • Moderators Admin

    @RogerCooper said in Axis & Allies Zombies (AA42-2):

    @Panther In the boardgame, attacks by and against Zombies are limited to 1 round. I can't directly support that in TripleA, but limiting all land combat to 1 round creates some of the 3-sided combat that the original boardgame had.

    Sorry that is not correct. A battle takes as long as either the attacker retreats or no more attacking / defending units are left. This includes Zombie attacks (called "Zombies bite") as well as eventual hits by attackers and defenders against Zombies in every round of combat. See page 22 of the rulebook (very top).


  • Moderators Admin

    @RogerCooper
    There are of course the

    -Play a Zombie Card
    -Zombies Attack (here without return fire)
    -Zombies Capture Territories

    phases in the boardgame prior to the Combat Move Phase once a turn, but I suppose this is rather represented by the "Trigger Rolling" (prior to Combat Move) in your game? Or have you maybe omitted these phases as you said the individual zombie popup represents the dead infantry to zombie mechanic?

    As in the boardgame we have Zombie Action (and maybe Zombie creation) as well once a turn before the Combat Move Phase as repetitively (as long as the battle takes) during Conduct Combat Phase.

    What I also noticed is that during a battle the Zombies defend together with the attacker at 2 or less. Only attacking units are hit? The rulebooks sees the Zombies bite as 2/6-roll against the attacker and 1/6-roll against the defender (combined). Also when attackers fire there is 1/6 chance per roll to hit a zombie. Excess regular hits are assigned to Zombies, too. And when defenders fire there is another 1/6 chance per roll to hit a zombie.

    Don't get me wrong, this is no criticism from my side. I am just trying to figure out how much of the rulebook has been incorporated into your game. I am totally aware of how difficult (if not currently impossible) converting AAZ to TripleA is.



  • @Panther I found that 1 round combat had the desired effect of making the Zombies a problem without being an equal enemy. Given hordes of 10 zombies popping up randomly, unlimited combat rounds could be devastating for the living at times while under other conditions a zombie horde could be easily destroyed.

    In general, I don't find unlimited combat rounds to be a good feature of A&A. Stalemates are a part of war and the decision to retreat or reinforce is realistic and interesting.

    Feel free to create your own scenario. The code for random placements is not hard and the results are interesting. You could just easily have rebels, terrorists, goblins, aliens or whatever pop up.


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    @RogerCooper If I had the time I maybe would. Unfortunately I have to focus on rules compliance. I just got attracted by the title of this topic.


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    Yeah, probably it would be advisable having a different title for the map and the game (amongst other reasons), if it is more like something "inspired to", on a big picture standpoint (which has to be, unless you get a developer to help you, by changing the program itself).



  • @Cernel I don't expect TripleA to modified for every A&A game. I have already done a good enough D-Day and even an even a close enough Nova Games Edition.

    After Axis & Allies & Zombies, I plan to tackle Conquest of Nerath.


  • Moderators Admin

    @RogerCooper Well, in my opinion, it depends on your aim.

    If your aim is to create something the most similar to something else under what the program allows, leaving it open for any further modifications by anyone else, towards the same aim, then it makes sense to call it as what it is tentatively representing. Still, for other reasons, it may be advisable giving it a different name, anyway.

    If your aim is to create something inspired to something else but, at the end, going its own creative way, not merely due to the limits of the program, then better to give it an original name.

    All this also on the account that someone in the future might actually change the TripleA program and actually make that game.

    Also I think it would not be wise to call any new map as "v7", unless it is officially recognized by TripleA as the map coming after "v6" (thus added to the official repository, together with the other "basic" maps).


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    @Cernel For example, if I'm making a game that is not exactly "chess", I would call it "chess" if the ultimate aim is for it to be exactly like "chess", and maybe this is just impossible, due to the limitation of the program. On the other hand, I would not call it "chess" if it is a game inspired to "chess" but deliberately made different in some ways.


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