For use with Axis & Allies Revised Edition. These rules are designed to capture the elements of Historical Accuracy, Strategy Enhancment and Play Balance. By B. Andersson, Game Master
Fast Carriers
Description: Speedy ships with landing decks from which fighters can take off and land.
(This is a revised rule for aircraft carriers only, not a new unit)
Cost: 16
Attack: 1
Defense: 3
Move: 3
Special Abilities
Support Destroyers: When a destroyer move along with an aircraft carrier, the destroyer’s movement is increased to 3. This pairing is on a one-to-one basis. The destroyer and the aircraft carrier unit must leave from and end up in the same sea zone.
Carry Fighters: Just like the box rules.
Fighter Defense: Just like the box rules.
Cruisers
Description: Multipurpose ships that can fire on incoming enemy planes and conduct shore bombardment.
Setup: Japan and USA each receive one cruiser unit for free, during the first round only. These free cruiser units are brought into play during the Mobilize New Units Phase on the respective powers´ turn.
(One can use the battleships from A&A Classic as cruisers.)
Cost: 12
Attack: 3
Defense: 3 (Antiaircraft fire)
Move: 3
Special Abilities
Shoot Down Air Units: Whenever an air unit enters a sea zone containing an enemy cruiser, the cruiser fires during the Conduct Opening Fire step of combat. Roll one die for each attacking air unit (but only one cruiser in a sea zone can fire during the opening fire step, even if they are controlled by different powers). For every roll of 1, one attacking air unit is destroyed. This opening fire capability is for the first cycle of combat only and does not cancel the regular roll during the Defending Units Fire step.
Shore Bombardment: In an amphibious assault, your cruisers may like battleships make a support shot on amphibious assaults on a 2. Each cruiser fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A cruiser cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.
Destroyers
Description: Small, fast warships that hunt submarines.
(This is a revised rule for destroyers only, not a new unit)
Cost: 10
Attack: 2 (3 when an enemy submarine is present)
Defense: 2 (3 when an enemy submarine is present)
Move: 2 (3 when supported by a carrier)
Special Abilities
Supported by Carriers: When a destroyer move along with an aircraft carrier, the destroyer’s movement is increased to 3. This pairing is on a one-to-one basis. The destroyer and the aircraft carrier unit must leave from and end up in the same sea zone.
Submarine Disruption: A destroyer cancels the special abilities of submarines. Enemy submarines cannot move freely through a sea zone containing your destroyer. If you have destroyers in a combat involing enemy submarines, they attack and defend on a 3. Any casualties of enemy submarines can return fire. Also, enemy submarines cannot submerge while your destroyer is present.
Battleships
Description: Powerful and nearly indestructible monarchs of the sea.
(This is a revised rule for battleships only, not a new unit)
Cost: 20
Attack: 4
Defense: 4
Move: 2
Special Abilities
Two Hits to destroy: Just like the box rules.
Shore Bombardment: Just like the box rules.
Revised Weapons Developments
3. Super Submarines
Your submarines are now super submarines. They attack and defend on a 3 and may not be attacked by enemy aircraft when alone or in company with other submarines only, unless an enemy destroyer is present.
5. Heavy Artillery (replace Combined Bombardment)
Your artillery are now heavy artillery. They attack on a 3.
Air Supremacy
Fighters can support infantry attacks and artillery defense if no enemy fighters are present. Air supremacy increases your infantry’s attack to 2 or your artillery’s defense to 3. Each infantry or artillery must be matched one-for-one with a supporting fighter.
Convoy Raids
The U.K, U.S. and Japanese palyers are susceptible to suply line interdiction. This rule imply that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink†IPCs. On the U.K, U.S. and Japanese palyers collect income phase, the player must subtract 2 IPCs to the bank for each enemy submarine within 1 sea zone of an industrial complex contolled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turn’s conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containting the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).
Placement of New Naval Units
Place naval units only in sea zones adjacent to territories containing eligible industrial complexes. New naval units can enter play even in a hostile sea zone. No combat occurs because the conduct combat phase is over. Newly built fighters can be placed into territories containing an industrial complex controlled by your power from the start of your turn, or they may be placed on an aircraft carrier owned by your power in a seazone adjacent to a territory with such an industrial complex. The aircraft carrier may be an existing one or it may be a newly built carrier. You may not place a new fighter on a carrier owned by a friendly power.