namius444
06-18-2003, 12:28 PM
Here is how to play the original A&A with the AAE/AAP pieces and rules.
Important - Use all normal AAP rules unless specifically noted
Turn Order 1-Axis 2-Allies
Roll combat battles as if on separate turns for joint assaults (The Us bombs during the day and the Uk at night). Attacker chooses the order of battles. Finish all combat on a single space before going to the next. Forces must attack for a single round before retreating and must move in even if another power is already victorious.
Victory Conditions
Allies- Capture an Axis capital, the instant Germany or Japan is in Allied hands the game is over.
Axis- Collect at the end of any turn the winning bid of IPC's or start any turn with territorial holdings of up to 7 less than the winning bid of IPC's. (Or capture 2 Allied capitals)
Highest bidder(s) play Axis. Bids should not be lower than 77. Roll dice to resolve ties.
All IC's are limited for inf/rtl production.
There is no capturing of ipc's from enemy capitals. If the Allies lose a capital they must forfeit their IPC's to the bank.
Non-Original/Captured IC’s may be strap bombed for the value of the territory, if more is sustained then the IC is disabled for a turn.
Prior to the 1st Axis turn, Russia gets a restricted turn (no combat phase). Russia still moves with the Allies on the 1st Allied turn.
Naval Combat
Rtl unloaded from transports attack at a 1 but may still augment inf to attack at a 2.
Us may only build 1 Marine per turn.
For amphibious assaults Marines-
a. must be paired with an inf or rtl to attack at a 2
b. must be paired with an armor to attack at a 3
Troops may unload from your allies transports on non-combat move only.
Axis destroyers may transport a single inf. Allied destroyers shore bombard at a 3.
All Bshp's may transport a single inf and they may always support an amphibious assault with an off shore bombardment. Bshp's have 2 hits per turn not per battle.
Optional China Rules
If either China or Sinkiang is in Allied Hands at the beggining of the Allied turn then the Us may purchase 1 Chinese inf to be placed on either of those territories on place units phase.
Chinese inf can merge, similiar to a sub submerge, after 1 round of attacking or instead of defending. Tip them on there side, they will resurface after placement at the end of the turn.
If you find rules that need to be clarified or if you find conditions in which a rule does not work, please post your comments. Thank You.
Important - Use all normal AAP rules unless specifically noted
Turn Order 1-Axis 2-Allies
Roll combat battles as if on separate turns for joint assaults (The Us bombs during the day and the Uk at night). Attacker chooses the order of battles. Finish all combat on a single space before going to the next. Forces must attack for a single round before retreating and must move in even if another power is already victorious.
Victory Conditions
Allies- Capture an Axis capital, the instant Germany or Japan is in Allied hands the game is over.
Axis- Collect at the end of any turn the winning bid of IPC's or start any turn with territorial holdings of up to 7 less than the winning bid of IPC's. (Or capture 2 Allied capitals)
Highest bidder(s) play Axis. Bids should not be lower than 77. Roll dice to resolve ties.
All IC's are limited for inf/rtl production.
There is no capturing of ipc's from enemy capitals. If the Allies lose a capital they must forfeit their IPC's to the bank.
Non-Original/Captured IC’s may be strap bombed for the value of the territory, if more is sustained then the IC is disabled for a turn.
Prior to the 1st Axis turn, Russia gets a restricted turn (no combat phase). Russia still moves with the Allies on the 1st Allied turn.
Naval Combat
Rtl unloaded from transports attack at a 1 but may still augment inf to attack at a 2.
Us may only build 1 Marine per turn.
For amphibious assaults Marines-
a. must be paired with an inf or rtl to attack at a 2
b. must be paired with an armor to attack at a 3
Troops may unload from your allies transports on non-combat move only.
Axis destroyers may transport a single inf. Allied destroyers shore bombard at a 3.
All Bshp's may transport a single inf and they may always support an amphibious assault with an off shore bombardment. Bshp's have 2 hits per turn not per battle.
Optional China Rules
If either China or Sinkiang is in Allied Hands at the beggining of the Allied turn then the Us may purchase 1 Chinese inf to be placed on either of those territories on place units phase.
Chinese inf can merge, similiar to a sub submerge, after 1 round of attacking or instead of defending. Tip them on there side, they will resurface after placement at the end of the turn.
If you find rules that need to be clarified or if you find conditions in which a rule does not work, please post your comments. Thank You.