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Axis & Allies D-Day

3.7 out of 5 stars 11 customer reviews

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  • Axis and Allies D-Day captures this dramatic conflict and places you squarely in the middle of the greatest battle of the 20th century
  • All-new stand alone extension of the Axis and Allies line featuring three-tiered complexity and a new, extra-large game board/map
  • Contents: 1 game board, 241 Combat unit playing pieces (115 Infantry, 62 Artillery, 37 Tanks, 17 Blockhouses, 8 Fighters, 2 Bombers)
  • Other contents are 1 battle board, 48 Tactical cards, 24-Page rulebook, 3 reinforcement charts, 8 dice and tray
  • The fate of Europe depends upon your courage, designed for 2 or 3 players
  • Game board measures 20" x 33"

Currently unavailable. We don't know when or if this item will be back in stock.

Product Description

Product Description

Axis & Allies D-Day will feature detailed game components including a new blockhouse piece, an extra-large game board, and original artwork commissioned exclusively for the D-Day game box. Other elements of this new Axis & Allies variant include a card deck with three card types -- Orders, Tactics, and Fortune -- to add depth and complexity to play. Order cards determine play sequence and break turns into distinct phases; Tactics cards offer players varied strategic opportunities; and Fortune cards add an element of unpredictability. Axis & Allies D-Day begins as Operation Overlord, the invasion of German-held Normandy, is underway -- 130,000 soldiers of the United Kingdom, Canada, and the United States are poised to assault Fortress Europe. You and your fellow world powers control their fates. One player controls Germany, whose Axis forces have turned the beaches of Normandy into a near-impenetrable stronghold. Set to breach those defenses are the Allies: the United Kingdom, Canada, and the United States. The future of Europe and the world hangs in the balance. Axis & Allies D-Day is designed for two or three players and can be played in two hours. Axis & Allies D-Day is the third Axis & Allies variant, following the successful Axis & Allies Europe and Axis & Allies Pacific, both of which were published in 2001.

From the Manufacturer

Axis & Allies D-Day

Product Details

  • Product Dimensions: 15.8 x 10.6 x 2.8 inches ; 0.3 ounces
  • Shipping Weight: 3.3 pounds
  • Domestic Shipping: Item can be shipped within U.S.
  • International Shipping: This item is not eligible for international shipping. Learn More
  • ASIN: B0002Y0QXU
  • Item model number: 4098338
  • Our recommended age: 12 years and up
  • Manufacturer recommended age: 12 years and up
  • Amazon Best Sellers Rank: #576,603 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (11 customer reviews)
  • Product Warranty: For warranty information about this product, please click here
  • Discontinued by manufacturer: Yes

Customer Reviews

Top Customer Reviews

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My friends and I are big fans of the original 5 armies Axis & Allies game. However, the game needs at least 4 people to be truely interesting, and takes us more than 6 hr.s to play! That's why we found A&A D-Day as a great substitute. Not only is this 2-3 players, (three preferred) but it can also be done in under 3 hrs.

The game's arguements between the partnered British and Americans are hillarious for the Germans to watch, as they debate over strategies and how to allocate their fighters on straffing runs. Allies use their 8 fighters, 2 bombers, 6 bombarding destroyers, 1'st round 9 paratroopers, and 5 landing zones (Utah, Omaha, Gold, Juno and Sword to try and secure the 3 key cities of Normandy by turn 10.

The Germans, must delay the beach landings with their 11 block houses firing at sea, quickly rally to hold the cities, bring re-inforcements to the front while avoiding allied air power, and defend down to the last man if neccessary until time runs out.

It of course still takes strategy and good die rolls to win as either side. But with the allied edge on having fighters and bombers; and the Germans having supperior ground forces, like the Panzer tanks superior deffense compared to the wimpy Shermans, it promises to be fun for both sides.

But most importantly time! The game is turn based by the use of 16 "order cards" each round. The objective? to hold the 3 key cities by turn 10... if not, the world might be speaking german!

For added fun I say add both decks of optional "tactical" and "fortune" cards (included). It'll take a little longer to play, but the 16 tactical cards add a strategic/stronger edge. And my favorite the fortune cards: roll 2-5, nothing. 1 a blast of superior fire power.
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Comment 23 of 24 people found this helpful. Was this review helpful to you? Yes No Sending feedback...
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The old Avalon Hill company produced serious war college type recreations of famous battles. The problem was that they were sold only in limited hobby store outlets and featured 60 page rulebooks in some cases. This update by Hasbro is simplistic, entertaining, is somewhat luck dependent and has flashy plastic pieces of Panther tanks, "88's", Sherman tanks and P-38's but after many plays has been found to be favoring the Germans due to the victory conditions. The Allies are required to occupy 3 essential areas in a time limit game and generally take 2 of the three but the third is always contested due to the closeness of reinforcement areas for the Germans. The Allies have a hard time at Omaha and in several games one whole army was completely defeated (British or American) leaving the other to travel across France to fight out the remaining days. Competent play for the German is to remain calm and not rush in to fight the Allies where they are strongest (the beacheads) but to hold reserves until later and then contest the victory areas and those immediately around them. The Allies can only win by cutting off the German reinforcements with lucky air power and bombing hits and using troops to isolate the victory areas from a German counterattack, which is very hard to do. Still, this game is based on the very popular Axis & Allies system and it has a following but truthfully the world lost a beacon of hope when Avalon Hill was bought out and plundered by the Giant game company, who really does not understand what a wargame is or what it is about and thinks that any game that lasts more than 20 minutes is not a game at all. If you like plastic pieces of WW 2 weapons and don't mind a game that resembles "RISK" in luck method, you will enjoy this game despite the circumstances. If you are a serious wargamer, you will find better Hasbro titles under "History of the World","Diplomacy" and "Acquire".
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Excellent for solitaire or two people. This means you can still have fun recreating an important part of WWII without needing several people and days to play. Extra care seems to have been taken in historical accuracy. The only drawback is the exactness of the number of pieces that were provided. If you lose a German blockhouse piece you do not have any spares. Also the card-based turns can make for a slightly different feel than normal A&A.

When I first saw the turn cards, I was skeptical, but after using them in a few games, I now appreciate their use to guide a complex turn sequence. They mark out a 16-step turn that accurately reflects the Allied air and sea supremacy while keeping play moving quickly. After a while you don't even need the cards as you have gotten familiar with the sequence.
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I also think the German advantage is a bit overstated. Yes, the Germans only need to hold 1 city & have more Tanks, Infantry & Artillery. However, the Allies have Air & Naval support which balance out the game. In fact, in the few games I've played, the Germans are considerably outnumbered in troops near the end of the game. That's probably necessary for the Allies to actually take control of the cities. A cohesive strategy is necessary for an Allied victory. But, nothing but a total victory is good enough for the Allies. It's a challenge.

Here are some of the strategies I've picked up on so far:

1) Hold back your US tanks at the beginning of the game until you've cleared the German Blockhouses. Defeat them first with your Naval bombardment, then move the US tanks in.

2) Attack the Blockhouses on the UK Beaches first because some of the UK tanks start out deployed. They are vulnerable to targeted attacks from the blockhouses. Saving your Armored tanks is key for the Allies.

3) Fighters - In the beginning of the game, deploy your fighters in the German reinforcement entry points. Then, after you've lost a few fighters and your invasion forces are surrounding the cities, move them into the victory cities or try to create a wall around the victory cities.
You can Strafe a lot of Germans this way.

3) Bombers - If you can pick off an unprotected tank, that is better than moving into one with 4 artillery in which you can get shot down.

4) Don't over commit your US forces at Cherbourgh. It's too far away from the Germans reinforcement points for them to properly defend. You have to judge the least amount of troops that will capture the City and route the rest to St Lo; which will be heavily fortified.
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