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Lowke
12-05-2003, 11:28 PM
I’m quite excited by the upcoming revised version of Axis and Allies because I have for quite some time been experimenting with a merge of improved rules from other A&A sets into the original base game. As such, I can’t help but list the rules I’m using here--in the hope that somebody (the designers?) might play test them for themselves. None of the improvements are of my own design, but rather lifted from other suggestions, those being, A&A Pacific , A&A Europe, and A&A ENHANCED REALISM by R.D. Baker

The inclusion of, 1) the new Strategic Bombing rules, 2) Destroyers, 3) Battle ships that take two hits, and 4) Special Cash Advance, are, I feel, essential improvements to the Base A&A rules.

Russ

Axis & Allies Rules Modifications:

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Strategic Bombing Raids (from A&A Pacific)

A strategic Bombing Raid (SBR) is an economic attack against an enemy Industrial Complex (factory), allowing the attacker to “destroy” the IPCs of the enemy. Only bombers may conduct SBRs, although fighter planes may escort bombers as protection.

Here is how a Strategic Bombing Raid is launched:

1. Move and announce: On the Combat Movement phase of your turn, move your bomber(s) into a territory with an Industrial Complex, and announce that you are making a Strategic Bombing Raid. (Do not use the battle board in this type of attack.)

2. Send escorts: You may send fighter planes along with your bombers as “fighter escorts.” These fighters are moved along with the bombers (range permitting) to the target. Any fighters and bombers used in a Strategic Bombing Raid may not also be used in a regular land attack on the same turn.

3. Defender declares defending fighter planes: Any fighters used to defend against Strategic Bombing Raid may not also defend in a regular land attack in that same territory on the same turn.

4. Defending AA guns fire first: Before the actual bombing begins, any antiaircraft gun in the defending territory may fire first in an attempt to defend the Industrial Complex.

The defending player fires his AA gun by rolling one die against each attacking aircraft (bombers and any fighter escorts). Each roll of 1 scores a hit and that number of units are immediately removed.

5. Dogfight: Fighters that are defending against the Strategic Bombing Raid may now be used to dogfight enemy aircraft.

A. The defending player rolls one die for each of his fighter planes located in the territory being attacked. Each roll of 2 or lower scores a hit and the number of hits is noted. (Note that the fighters defending against a Strategic Bombing Raid defend at 2, not 4).

B. The escorting fighter planes (attackers) then return fire at any defending fighter planes involved in the battle. One die is rolled for each escorting fighter. Each die roll of 1 is a hit against the defending fighter planes and they are immediately removed (Fighter escorts during a Strategic Bombing Raid attack with 1, not 3).

C. The attacking player removes his dogfight casualties attacker’s choice of bombers or fighters).

Important: This dogfight battle is over after one round.

6. The bombing raid takes place: After passing through any antiaircraft fire and any defending enemy fighters, surviving bomber(s) each roll one die. The total is the number on the die (or dice) is the number of IPCs the defender must immediately surrender to the bank. If the owner of the bombed territory does not have enough IPCs to cover the penalty, the owner surrenders as many IPCs as he has to the bank.

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Special Cash Advance (from A&A Europe)

Before the game starts, after the pieces are on the board, the banker makes a one-time disbursement of IPCs. Both players receives 12 IPCs to spend or save as they sees fit.

The two sides may buy and place units in territories or sea zones in which they already have at least one unit at this time (unlike the rest of the game where units may only be placed in areas with Industrial Complexes). The Axis player buys and places first, followed by the Allied side [instead perhaps write locations and place at the same time.]

The two players may keep any or all of these IPCs and add them on the same turn. They may divide the money or give it all to one country. After both sides have had the opportunity to buy and place units, each country receives its starting income.

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Combat Aircraft Landings (from Enhanced Realism)

Attacking aircraft must land immediately after their battle is resolved, before going on to the next battle.

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The “One Sea Zone Rule” (from Enhanced Realism)

Fighters and bombers may only enter 1 sea zone when flying to a battle. When returning from a battle, they may only enter 1 sea zone. EXCEPTION: When bombing Industrial Complexes, bombers may enter 1 or 2 sea zones when flying to a target and 1 or 2 sea zones when returning.
A fighters flight range from carrier to target is always 1. The carrier can move 1 or 2 sea zones before launching a fighter into combat, but must end its own movement after doing so.

"Q: What is the motivation behind the flight range limits?
A: Rules on flight range limits (particularly the One sea Zone Rule) are designed to impose a measure of historical realism. Axis & Allies (like all wargames) is an abstraction of reality, of course, but even granting that, the 2nd Edition rules on aircraft flight ranges are too unrealistic. For example, 2nd Edition rules allow German fighters that begin their turn in Western Europe to fly three spaces and attack Moscow (that is, provided they have a place to land). It is more realistic to require these fighters to redeploy to new bases before launching an attack."
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Placing Fighters and New Carriers (from Enhanced Realism)

Aircraft carriers may only carry fighters of their own nation. New fighters may be placed on new carriers built at the same factory. New fighters may be placed on existing carriers that are in sea zones adjacent to the factory that built the new fighters. Existing fighters may be placed on a new carrier if the fighters are located at the same factory that built the new carrier, and if the fighters did not attack in that player-turn.

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Neutral Countries (from Enhanced Realism)

Neutral countries may be attacked without paying a 3 IPC penalty. When you attack a neutral (or violate neutrality by an over flight) you opponent whose capital is closest to that neutral country rolls 3 dice. [EXCEPTION: roll 6 dice when violating the neutrality of Turkey or Spain.] The result is the number of IPC you opponent receives to immediately spend on land or air units to place in that neutral country to defend against your attack.
All neutrals have an economic (IPC) value of 1 when they are controlled by a major power.
The German player gets 1 IPC at the start of each turn for each of these countries: Sweden, Switzerland, and Spain, as long as these neutral countries are surrounded exclusively by Axis held territory. If the German loses any of this income die to Allied occupation territory adjacent to these neutrals, he may begin collecting it again if he reestablished control of the surrounding territory. Allied control of Gibraltar does not affect German income from neutral Spain.

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Allied Lend-Lease (from Enhanced Realism)

When spending IPC, the USA may “flag” up to 6 lend-lease chips for immediate placement at his capital (the cost is 1 IPC each). When transported by sea to the UK or Karelia, they are added to the ally’s total IPC at the start of the ally’s next turn. Maximum 3 chips per naval transport. If a transport is sunk, its chips are lost.

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Moving Armor (from Enhanced Realism)

In the combat move, Armor may only move 1 space to attack enemy territory. They cannot move two spaces to attack.
After combat is resolved, all tanks, even those that just took part in combat, (even if they retreated from that combat), may move one space and attack. This includes tanks that took part in an amphibious assault in the combat move.
Tanks that did not move in the combat move or 2nd armor combat move may move 1 or 2 spaces in the noncombat move. Tanks transported by sea in non combat may NOT move on their own in that turn.

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New Unit Types:

Destroyers: (from A&A Pacific)
Cost 12, Movement 2, Attack 3, Defense 3

Destroyers attack and defend sea zones with a die roll of 3 or less. They may also support attacks on enemy-occupied coastal territories or islands. (See amphibious Assaults.) Destroyers are particularly effective against submarines. They eliminate an attacking submarine’s first strike ability and also allow friendly air units to attack enemy submarines.

If all destroyers in a battle are taken as casualties, then fighter planes lose the ability to attack submarines, and submarines regain their first-strike capability, if applicable.

When conducting shore bombardment in support of an Amphibious Assault, destroyers roll a 2 or less to hit, not their normal attack factor of 3 or less.

Artillery: (from A&A Europe)
Cost 4, Movement 1, Attack 2, Defense 2

Artillery units attack with a die roll of “2” or less, and defend with a die roll of “2” or less. However, for every artillery unit brought into battle by an attacker, on infantry unit also attacks with a die roll of “2” or less (instead of just “1”). This paring is on a one-to-one basis. For example, two artillery units attacking with six infantry units would only increase the attack value of two infantry units. The final attack numbers would be four “2s” and four “1s.” There are no dice roll adjustments made when artillery and infantry units are defending together.

Attacking artillery may not fire in the first round of an amphibious assault, but may take part in all following rounds (from Enhanced Realism)

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Unit Type Modifications:

Submarines: (from A&A Europe)
Cost 8, Movement 2, Attack 2, Defense 2

Submarines attack and defend in sea zones. They are relatively inexpensive, but they only attack and defend with a die roll of 2 or less.

• Attacking submarines have a deadly first-strike capability that is negated only by the presence of an enemy destroyer. Defending submarines do not have first-strike capability.
• Air units may not attack a submarines unless a friendly destroyer is also present in the battle. Submarines may never attack or defend against air units. (But they may submerge.)
• If an Allied player attacks a submarine while other Allied naval units are present in the same sea zone - and the sub successfully returns fire - then the Allies may chose any one of their ships as the casualty.
•*Both attacking and defending submarines may submerge to escape combat. They may do so in the same sea zone during the same battle. A submerged sub is turned onto its side to indicate this submerged condition. It remains on its side and may not attack or be attacked again this turn. Submerged subs are returned to their upright position in Phase x.x
• Submarines are the only defending units in the game that may leave battle (by submerging).
• Submerged submarines are not considered to be present in a sea zone in which they are submerged. Therefore, any naval unit may move into or through that sea zone and transports may load/unload during the Non-combat Movement phase.

Note: Submarines are the only defending units in the game that may leave a battle (by submerging).

Battleships: (from A&A Pacific)
Cost 24, Movement 2, Attack 4, Defense 4

Battleships attack and defend in sea zones. These powerful (and expensive) ships attack and defend with a die roll of 4 or less, and must be hit twice in the same battle to be destroyed. On the first hit, the ship is laid on its side. It may still attack and defend normally. If hit a second time, the ship is removed. If it does not receive a second hit, it is considered repaired and turned upright at the end of the turn.

Battleships may also support attacks on enemy occupied coastal territories or islands. (Ass Amphibious Assaults).

Note: If a battleship takes the hit from a submarine’s first-strike attack, then the battleship may still fire back against the sub. However, if that battleship takes a second hit from the sub’s attack, it gets no counter-shot.