The following rules work together (AAA50), though with a little modifications you could separate them. Some of the following is based on the original Nova edition rules, though with a lot of modifications for this edition of the game. Admittedly, the atomic bomb rules contain several points of contention… said rule is more of a ‘science fiction/alternative history’ rules option, it’s not really meant to be similar to the historical use of the A-bomb in WWII (though I have seen it’s use with a result similar to history). The rules concerning Neutrals are actually to add flavor, but still obeying the fact that said nations still wished for the pretense of staying out of the war. These have also been included with Fighters and Interceptors rule, seemed fine - small test group though.
I’ve broken the tech charts down further, though they’re still designed to be used with the charts provided with AAA50th:
Army Doctrine (Chart 1):
(3-4) Adv. Artillery
(5-6) Mech. Infantry
Infrastructure (Chart 1):
(1-2) Increased Factory Prod.
(5-6) War Bonds
Combat Aviation (Chart 2)
(1-2) Jet Fighters
(3-4) Long-Range Aircraft
(5-6) Heavy Bombers
Naval Technology (Chart 2)
(1-2) Super Submarines
(3-4) Improved Shipyards
*Elite Infantry: 5 infantry units have an Axis/Allie symbol under each. Whenever a special ability of an Elite Infantry is used, the symbol is revealed. ie: http://s889.photobucket.com/albums/ac95/Viracocha_bucket/Axis and Allies tricked out/?action=view¤t=aa45.jpg
note Japanese symbol - but a simple slash of a marker would do.
- Targeted Attack During a successful attack with Elite Infantry unit(s), the attacker may assign a primary objective, a ‘targeted attack.’ The defender must take a casualty from a defending group of the attacker’s choice (units of the same defense strength). This ‘targeted attack’ can only be done 1 time by each Elite Infantry unit per battle. A defending Elite Infantry unit may negate this attack, but must be chosen as the causality in order to negate. When negating a targeted attack, a defending Elite Infantry unit(s) may not also ‘Force Causality.’
- Force Causality If an Elite Infantry unit is chosen as causality, the defender may ‘force causality’ from the attacking group. The forced causality must be taken from the attacking group that caused the casualty (units of the same attack strength), this is done immediately during the attacking player’s rolls. After Elite Infantry unit forces causality, they are immediately removed from battle.
- Sabotage If a nation has any development from the Army Doctrine, their Elite Infantry may damage ICs (1d6), with a range of 2 territories, (incl. sea zones and/or from transports if the nation has a Naval Technology). If a defender has any Infrastructure development, they may roll a 1 to prevent and eliminate the saboteur, 1 or 2 if they also have any Elite Infantry unit(s) in the same territory as the targeted Industrial Complex. Sabotage may only be done once per turn per complex, and can be conducted from an influenced (with a nation’s marker) neutral government and impassable terrain.
- Deployment At the start of the game each nation receives one Elite Infantry unit at their capital in place of a normal infantry unit. In movement, production, cost, attacking, and defending, the elite units are as infantry. Once an Elite Infantry is chosen as a causality it is removed from the game. Elite Infantry can move through neutral territory and impassable terrain, incurring no Partisan reaction or monetary penalty. As with other units, Elite Infantry my not conduct standard combat from a neutral or impassable territory (but may sabotage if the neutral is influenced).
*Neutral Territories: If Axis or Allied non-elite units enter a neutral territory, they must pay a penalty or not be allowed entrance: A nation pays the neutral (bank) 3 IPCs and must remain there as their final move, it is not an attack move. They then place a national marker to show influence. Elite infantry units remove opposing national markers and cannot place them. A nation does not have to pay the penalty for entering a neutral if they have a marker present. Any time there are Axis or Allied units in a neutral territory, 1 “Partisan Attack” is allowed to opponents per neutral: during any nation’s conduct combat turn, that nation may pay 1 IPC to incite/influence neutral forces to attack a nation’s non-elite units in each neutral territory. The attack is as per a cycle of antiaircraft, applied to each unit. A Partisan attack is raised to 2 if a nation behind the attack has any Infrastructure developments. Units may not attack from or into a neutral territory. If an Elite Infantry unit enters a neutral territory hosting enemy units, the non-elite units are treated as having 0 combat values (disarmed/unmanned), and removed. If Elite Infantry of an Axis and Allied nation is ever in the same neutral territory,
---- “Covert Operations” ensues as per normal combat, if all defending Elite infantry are destroyed, any other units of the same Axis/Allie are destroyed. Covert Operations combat rolls cannot be supported by artillery or bombardment. “Secret Agents” may influence covert combat in a neutrally governed territory, for every Research Development a nation has, their Elite Infantry receives a +1 to their combat roll. “The Dardanelles”are the straits linking the Black Sea and the Mediterranean, controlled by Neutral Turkey. Naval units must endure 1 Shore Guns attack through the straits. If a nation has a marker in the neutral territory of Turkey, the shore guns attack is negated. “Sahara & Himalaya” do not have neutral governments, but are impassable to all but Elite Infantry and aircraft (though planes cannot land in the Himalaya).
NUKES (you’ll note that some form of markers are necessary, ie: http://s889.photobucket.com/albums/ac95/Viracocha_bucket/Axis and Allies tricked out/?action=view¤t=aa76.jpg
http://s889.photobucket.com/albums/ac95/Viracocha_bucket/Axis and Allies tricked out/?action=view¤t=aa45.jpg
*The Atomic Bomb: If a nation has a development in each of the 4 development areas, they may then dedicate researchers to nuclear fission as if rolling for an additional development. If the nation succeeds they receive a radiation marker to be placed in a territory they owned (and currently own) at the start of the game, and have the technological development, Atomic Bomb. The bomb is purchased as a unit but must be built in atomic testing area. 1 A-bomb costs 20 IPC’s. A nation is limited to 1 A-bomb in play (unless 1 is taken). A nation has 4 methods of attack with an Atomic Bomb: 1. Delivered by Sabotage via Elite Infantry (Infrastructure & Elite Infantry defence applicable), can only target territories. 2. If a nation has the Heavy Bombers development, they may drop the Atomic Bomb as a strategic bombing raid (by only 1 Atom bomber, normal AA Gun rules apply) on a territory or sea zone. 3. If a nation has the Rockets Development they may launch the A-bomb as per a rocket attack with a launcher (AA Gun), targeting any territory or sea zone. 4. Super Submarines may launch the bomb at any coastal territory that the atomic submarine borders, or at an adjacent sea zone. It may not launch an A-Bomb at a territory if an enemy destroyer is in the same zone, nor at an adjacent sea zone if a destroyer is in that zone.
The Atomic Bomb unit has 3 methods of movement: 1. Moves as per an AA Gun. 2. They can be carried by a Heavy Bomber unit. 3. They can move with a Super Submarine. *Note that when moving by method 2 or 3, the bomber or submarine must start in the same territory/adjacent sea zone as the bomb.
Recovery: If an attempt to use an Atomic Bomb through method 1 (Sabotage) is prevented, the defender then owns the bomb and places it in what had been the targeted territory. If method 2 (Heavy Bombers) is prevented, the defender rolls a d6, a result of 1 or 2 means the bomb is salvaged, and likewise changes ownership to the nation that was targeted, placed in the territory that was targeted. A nation that captures an A-bomb does not receive the Atomic Bomb development, but may still utilize the captured A-Bomb.
Blast Site: Any sea zone or territory (except neutrals) may be targeted for an Atomic Bomb attack. A successful blast on a territory removes all AA/Shore Guns and Industrial Complexes. The nation that dropped the bomb is allowed an attack roll at the strength of 4, against each unit in the territory. The bomb is expended. When a territory suffers an Atomic blast the income value of the territory is halved (rounding up) for the remainder of the game and a mushroom cloud is placed. If an A-Bomb is detonated in a sea zone, all units are subject to an attack at the strength of 3 (territories within sea zones are considered separate targets). Any units successfully attacked by an Atomic Bomb are removed immediately. The nation that used the A-Bomb may enter the blast site during non-combat if unoccupied.
If a nation has the War Bonds or Increased Factory Production developments they may use their Victory Cities for limited unit mobilization/production. A nation owning a VC may place 1 Infantry (mercenaries/volunteers/displaced troops) unit and/or 1 Transport (Merchant Marines/commandeered civilian vessels) unit there during the place new units sequence, providing that the nation owned the territory at the start of their turn. The territory need not have an industrial complex to produce these units, and these units must be purchased as per normal cost (Tech. is applicable). VC territories with Industrial Complexes conform to normal production rules.
*Shore Guns: Coastal artillery is to be placed at the start of the game, in the 8 territories listed below. Ownership of these units depends upon the ownership of the territory, as they cannot be moved. When passing between the sea zones: 12 &13 (Gibraltar), 15 & 16 (Turkey), 5 & 6 (Norway), 6 & 7(United Kingdom & Northwestern Europe), all naval units (except submarines) must endure 1 cycle of fire from any coastal artillery. Shore Guns hit on a 1 or 2 (before bombardments if applicable). Amphibious assaults on Gibraltar, Caroline Islands, Wake Island, or French Indo-China Thailand must endure an attack as above. Successful bombardments on the above 4 territories destroys the Shore Guns unit as if it was taken as a casualty, though it has no casualty fire opportunity. Exception: Shore Guns do not interfere with amphibious assaults on Norway, Northwestern Europe, and the United Kingdom, but the Shore Guns are destroyed if a bombardment and amphibious assault is successful.
8 Shore Guns: Gibraltar, Turkey, Norway, Caroline Islands, Wake Island, United Kingdom, Northwestern Europe, French Indo-China Thailand.
Fighters on islands (1 land territory surrounded by 1 sea zone) are allowed to defend the surrounding sea zone if the same nation’s naval units are attacked. If a nation has Radar and Long-Range Aircraft developments, this defensive zone includes adjacent sea zones to the island’s sea zone.
*Escorts and Interceptors:
Fighters can participate in strategic bombing raids. Attacking fighters may escort the bombing run, and can originate from any territory, range permitting. Any or all defending fighters based in a territory being strategically bombed can participate in the defence of the industrial complex. The number of fighters that will defend is decided after the attacker’s Combat Movement phase but before the Combat phase begins.
1. Interceptors and escorts fire at “1”, for one combat round only. Bombers cannot fire.
2. AA fires at the remaining bombers (not on the fighter-escort). Remove casualties.
3. Surviving bombers may then strategically bomb.
- If the attacker/defender has the Jet Power breakthrough their fighters are +1
- If the attacker has Heavy Bombers their bombers may fire at a roll of “1”
Escorts/interceptors cannot participate in other battles during the turn of participation.
Add: Everyone seems to have a name for their collections of house rules, makes it easier to reference… think I’ll dubb mine, “AATech” since so much hinges on that (guess it evolved from the my ‘house ruled’ 50th ed.) Unless someone has used that one…? (this could be like trying to get a password on a website! eh eh eh)