Gunfighter6
08-23-2006, 07:08 PM
The Tactical Phase
The tactical phase is played out in the original Axis & Allies turn sequence, with the same initiative rules as the Strategic Phase. Changes to the original rules have been made below, with the most important being naval interception.
Naval Interception
Task forces (only) may perform naval interception in the enemy’s Combat Movement phase. After the phasing player moves his pieces the reacting player may opt to intercept. He rolls a die and divides by two, rounding down. The result is the number of spaces his task force may move to intercept. The Allied player adds "1" to his roll because of superior U.S. code-breaking skills. If the intercepting task force cannot reach the battle zone it may not move at all. If a task force comes under attack it may not intercept, except in the case of submarines (see below). A task force may intercept only once per turn. Interception movement is a maximum of three areas. The Allies may not intercept on Turn 1. Amphibious task forces cannot perform naval interception. The transport ships would not have been risked.
Split interception
Intercepting task forces may divide into two smaller groups if neither group moves more than one area.
Naval Combat
Naval combat is fought for three phases. The player who loses the most pieces is considered the loser and must retreat. Retreating ships and task forces retire to their point of origin or any friendly naval base within two areas, owning player’s decision.
Carrier Aviation
Carrier-based aircraft may remove any enemy piece on a roll of "1." Throw "snake eyes" and you’ve just recreated the Midway miracle.
Optional carrier rule
Carriers may base two different kinds of aircraft: torpedo planes and fighters. The torpedo plane is not represented by another piece; at the start of the combat turn the player decides whether his aircraft will be used as fighters or torpedo planes. Fighter aircraft acting as torpedo planes attack at a "4" against ships during the first round of combat. All later rounds they attack at a "2." The fighter follows normal rules.
Long-range fighters
During the Combat Movement phase (only), land-based fighters may fly six spaces, but attack at "2." This does not apply to strategic bombing.
Submarines
When taking part in naval combat submarines do not fire until the final phase, though they may be removed as casualties. If they score a hit they may remove any enemy piece, except air units. This rule reflects the submarine’s ability to target capital ships, as in the case of the USS Yorktown at Midway and the Taiho in the Philippine Sea.
The Iai Offensive
Japanese attacks against Allied units on the first turn are made at an advantage. The Allied players defend against Japan on die rolls of "1" on the first round of the combat phase, and the Japanese player may choose which Allied pieces get removed as casualties during the first round. I think this rule revision gives players more of the "feel" of a surprise attack, aircraft strafed before they can take off, ships sunk in port, artillery overrun by infiltrating ground troops, etc.
Battleships
Battleships require two hits to destroy.
Allied Cooperation
Once per turn, the U.S. and U.K. may attack a space together. This rule does not apply on Turn 1.
The Aleutians
Each turn the Aleutian Islands are under Japanese control costs the U.S. player 5 IPCs. The effort to reconquer the Aleutian Islands consumed a prodigious amount of American logistical effort, far out of proportion to the real value of the islands, but it was politically important that they be retaken.
Shore Bombardment
Naval units must be in a bombardment task force to conduct shore bombardment and do so during the first combat round only. Destroyers bombard at "3" and battleships bombard at "4."
The China Theater
Japan may only attack in China on even-numbered turns. China may attack on odd-numbered turns, but not Turn 1.
Over the Hump
Should Japan close the Burma Road, the Allies can station a bomber in India and continue to supply China over the Himalayas. China receives the bonus infantry each turn just as though the Burma Road was open. China can never receive more than three infantry each turn, even if the Burma Road is open and the "Hump" is in effect. The Allied bomber may not move or attack if supplying China over the "Hump."
Hong Kong
Hong Kong becomes Japanese on Turn 1, if the Japanese player is willing to place two infantry units, taken from Shantung, into Hong Kong. After Turn 1 this option expires and Hong Kong must be taken normally.
Allied Mobilization
The U.S. may not build more than two capital ships each turn until Turn 3. Only one of those ships can be a battleship. The U.K. may build only one per turn until Turn 3.
There you have it. The War Without Mercy alternative game may be played with these rules, but if you want even more chrome to your game, throw in the WWM: Advanced Tactical Rules (To be posted soon).
The tactical phase is played out in the original Axis & Allies turn sequence, with the same initiative rules as the Strategic Phase. Changes to the original rules have been made below, with the most important being naval interception.
Naval Interception
Task forces (only) may perform naval interception in the enemy’s Combat Movement phase. After the phasing player moves his pieces the reacting player may opt to intercept. He rolls a die and divides by two, rounding down. The result is the number of spaces his task force may move to intercept. The Allied player adds "1" to his roll because of superior U.S. code-breaking skills. If the intercepting task force cannot reach the battle zone it may not move at all. If a task force comes under attack it may not intercept, except in the case of submarines (see below). A task force may intercept only once per turn. Interception movement is a maximum of three areas. The Allies may not intercept on Turn 1. Amphibious task forces cannot perform naval interception. The transport ships would not have been risked.
Split interception
Intercepting task forces may divide into two smaller groups if neither group moves more than one area.
Naval Combat
Naval combat is fought for three phases. The player who loses the most pieces is considered the loser and must retreat. Retreating ships and task forces retire to their point of origin or any friendly naval base within two areas, owning player’s decision.
Carrier Aviation
Carrier-based aircraft may remove any enemy piece on a roll of "1." Throw "snake eyes" and you’ve just recreated the Midway miracle.
Optional carrier rule
Carriers may base two different kinds of aircraft: torpedo planes and fighters. The torpedo plane is not represented by another piece; at the start of the combat turn the player decides whether his aircraft will be used as fighters or torpedo planes. Fighter aircraft acting as torpedo planes attack at a "4" against ships during the first round of combat. All later rounds they attack at a "2." The fighter follows normal rules.
Long-range fighters
During the Combat Movement phase (only), land-based fighters may fly six spaces, but attack at "2." This does not apply to strategic bombing.
Submarines
When taking part in naval combat submarines do not fire until the final phase, though they may be removed as casualties. If they score a hit they may remove any enemy piece, except air units. This rule reflects the submarine’s ability to target capital ships, as in the case of the USS Yorktown at Midway and the Taiho in the Philippine Sea.
The Iai Offensive
Japanese attacks against Allied units on the first turn are made at an advantage. The Allied players defend against Japan on die rolls of "1" on the first round of the combat phase, and the Japanese player may choose which Allied pieces get removed as casualties during the first round. I think this rule revision gives players more of the "feel" of a surprise attack, aircraft strafed before they can take off, ships sunk in port, artillery overrun by infiltrating ground troops, etc.
Battleships
Battleships require two hits to destroy.
Allied Cooperation
Once per turn, the U.S. and U.K. may attack a space together. This rule does not apply on Turn 1.
The Aleutians
Each turn the Aleutian Islands are under Japanese control costs the U.S. player 5 IPCs. The effort to reconquer the Aleutian Islands consumed a prodigious amount of American logistical effort, far out of proportion to the real value of the islands, but it was politically important that they be retaken.
Shore Bombardment
Naval units must be in a bombardment task force to conduct shore bombardment and do so during the first combat round only. Destroyers bombard at "3" and battleships bombard at "4."
The China Theater
Japan may only attack in China on even-numbered turns. China may attack on odd-numbered turns, but not Turn 1.
Over the Hump
Should Japan close the Burma Road, the Allies can station a bomber in India and continue to supply China over the Himalayas. China receives the bonus infantry each turn just as though the Burma Road was open. China can never receive more than three infantry each turn, even if the Burma Road is open and the "Hump" is in effect. The Allied bomber may not move or attack if supplying China over the "Hump."
Hong Kong
Hong Kong becomes Japanese on Turn 1, if the Japanese player is willing to place two infantry units, taken from Shantung, into Hong Kong. After Turn 1 this option expires and Hong Kong must be taken normally.
Allied Mobilization
The U.S. may not build more than two capital ships each turn until Turn 3. Only one of those ships can be a battleship. The U.K. may build only one per turn until Turn 3.
There you have it. The War Without Mercy alternative game may be played with these rules, but if you want even more chrome to your game, throw in the WWM: Advanced Tactical Rules (To be posted soon).