• Hi, all.  I was browsing my World in Flames rules one day when the thought occurred to me that the order of battle could be converted to Axis and Allies with very little work.  Well, I’ve gone through a couple of iterations and a bit of playtesting, and came up with the rules listed below.  I made a couple of adjustments to WiF units, like converting cavalry to infantry, and making 1 A&A fighter equal to 1 WiF fighter plus 1 WiF tactical bomber or land-based naval air unit.  This was based on playtesting that involved the Luftwaffe sinking the entire Royal Navy on turn one  :-D

    I use the giant Xeno map, which divides China into 6 territories, and also adds a couple of Russian territories by dividing Ukraine and Caucasus into two each.  I ordered an extra set of playing pieces from Milton Bradley way back when, and I also have two sets of Xeno pieces, plus extra poker chips (adding yellow, black, purple, blue, and green to the mix).  If anyone sees any obvious flaws or has suggestions for fun rules to add, please feel free to critique.

    Axis and Allies
    June 1941 (Version B)

    I.  Victory Conditions.  Victory conditions are decided by the players prior to beginning play, depending on how long they want to make the game last.  It is determined by control of the following 12 cities:

    Washington, London, Leningrad, Moscow, Calcutta, Los Angeles, Berlin, Paris, Rome, Shanghai (Hofeh), Manila, and Tokyo

    Victory Levels:  Minor - 8 / Major - 10 / Total – 12

    II.  Map Changes.  Control is as shown for the following territories:

    Britain:  No changes
    Russia:  No changes
    U.S.A.:  Mexico, Central America, Iceland, and Brazil
    Germany/Italy:  France, Balkans, Poland, Norway, and Finland
    Vichy:  Morocco, Syria, and Algeria
    Japan:  French Indo-China and Hofeh

    III.  Air Transports.  Use a bomber with a purple chip under it to represent an air transport.  It can carry one infantry unit, including marine infantry and airborne infantry, from one friendly-controlled area to another during the non-combat movement phase.  It can also carry one airborne infantry unit from a friendly-controlled area and air drop it in an enemy occupied area.  If there is an AA gun in the area, the air transport must survive AA fire before it can drop the airborne infantry.  If the airborne infantry is dropped into an enemy area that is unoccupied by a unit with a defense value of at least 1, and there are no other land units attacking the area by non-air drop/non-amphibious landing, then there is considered to be a garrison unit with a defense factor of 1 defending the area.  This unit must be destroyed before the area can be considered captured.

    IV.  Airborne Infantry.  Use an infantry unit with a blue chip under it to represent an airborne infantry unit.  Can be built at a rate of one per turn per country.  Britain and Free France are considered one country for this purpose.  Paratroops attack with a 3 when making an air drop.

    V.  Marine Infantry / Amphibious Landings.    Use an infantry unit with a green chip under it to represent a marine infantry unit.  Can be built at a rate of one per turn per country.  Britain and Free France are considered one country for this purpose.  Marines attack with a 3 when making an amphibious landing.
    Tanks attack with a 1 when making an amphibious landing, unless the territory is also being attacked by land units from an adjacent land territory.
    If there is an AA gun present in a territory being attacked by an amphibious landing, it acts as coastal artillery.  The AA gun fires once at each transport attempting to carry land units to the beach, and once at each battleship or destroyer that is performing shore bombardment.  Any land units being carried on transports that are sunk by coastal artillery are destroyed along with the transport.
    VI.  Local Recruitment/Colonial Units.  Players may build one infantry unit per turn in any territory they control that has an economic value of at least 1, even if there is no factory there.  This is limited to one unit per continent per player.  Britain and Free France are considered one country for the purposes of this limit.  Continents are defined as follows:  North America starts at Panama, and includes the West Indies.  Asia includes Turkey, Trans-Jordan, Persia, Kazakh, and all parts of the U.S.S.R. east of Russia.  Australasia is a separate continent, and includes Australia and all islands in the Pacific and Indian Oceans.  Madagascar can be considered part of Africa or Australasia, at the owning player’s option.

    VII.  Factories.  Newly built factories are limited to building a number of units per turn whose economic cost does not exceed 6 times the printed economic value of the territory.  (Example:  If Germany builds a factory in Orel, which has a printed value of 2, it could build 12 IPCs worth of units per turn).  Captured factories, even those that were on the map at the beginning of the game (A captured factory is one in a territory printed in a color other than the color of the country controlling it) are also subject to this limit, unless they are re-captured by the original owner or one of its allies.  For instance, the factory in France is subject to this limit until a British, American, Free French, Russian, or Chinese unit liberates it.

    VIII.  Defender Retreats. 
    During combat, any or all defending units may choose to retreat before any round of combat.  The attacker then gets one round of “freebie” shots at the retreating units, who do not get to fire back.  The defender may take casualties out of any “rear guard” units he decided not to retreat first.  Any defending units which did not declare their intent to retreat before the combat phase may fire at the attacker.  Any retreating units which survive this round of combat may then escape to an adjacent friendly area.
    Subs attacked by aircraft only in a sea area from which they cannot retreat can “dive” after each attacking aircraft gets one shot on each sub.  (Example:  Germany has 3 subs in the Baltic, and Britain attacks them with 2 fighters.  The British player gets 2 shots at each sub, after which the German player can choose to dive any surviving subs.
    IX.  Shore Bombardment.  Battleships and Destroyers may do shore bombardment in support of an amphibious invasion, even if they participated in the approach battle to clear away defending ships.  Likewise, fighters participating in the approach battle may still attack the land area, provided they have the range.

    X.  Lend Lease.  The U.S. or Britain may give lend-lease money to any allied player.  On a roll of 1, half of the money is lost (round fractions up).  On a roll of 2, one-third of the  money is lost (round fractions of 1/3 down,  and 2/3 up).  On a roll of 3-6, all money arrives safely.

    XI.  Aircraft Range.
    An aircraft may not attack a territory or sea area that would require more than half of its movement points to reach.  This means a fighter may not attack an area more than 2 territories away from where it started the turn, and a bomber cannot attack a territory more than 3 territories away.  An aircraft launched from a carrier can start counting at the point of launch, after the carrier has moved.

    XII.  Rail Movement.  Rail movement takes place during the non-combat movement phase.  Units moving by rail have an unlimited movement allowance, provided all territories through which they travel were connected and friendly controlled at the beginning of the moving player’s turn.  Rail travel can occur across the Suez and Panama canals.  Any unit except ships and non-Russian factories may be moved by rail.  Rail capacity, in number of units that can be moved per turn, is as follows:
    Germany:  4 units (limited to Europe and Asia)
    Japan:  2 units (limited to Asia)
    Britain/Free France:  2 units (limited to Europe, Africa, or Asia.  Can be used to move U.S. units)
    China:  2 units (limited to China, including Chinese territories that start the game controlled by Japan.  Can be used to move U.S. units)
    Russia:  3 units (limited to Europe or Asia - can be used to move factories)
    U.S. - 6 units (limited to Western Hemisphere - can be used to move British/Free French units)

    XIII.  Influence.
    Spain - If Germany collects 60 or more IPCs at the end of its turn, it may roll to bring Spain in the war on the Axis side.  A roll of 1-2 is successful.  This may be attempted every turn Germany collects the requisite number of IPCs.
    Turkey - If Germany collects 65 or more IPCs at the end of its turn, it may roll to bring Turkey in the war on the Axis side.  A roll of 1-2 is successful.  This may be attempted every turn Germany collects the requisite number of IPCs.
    Sweden - Germany collects 2 IPCs per turn from Sweden, unless Sweden is captured by the Allies. 
    Western Hemisphere - U.S. may attempt to bring countries in the Western Hemisphere into the war through economic aid.  The U.S. must pay a number of IPCs to the bank equal to the printed IPC value of the country it is trying to influence.  The attempt is successful on a roll of 1-3.  The U.S. can increase the odds by 1/6 for each additional IPC it pays above the printed value of the country.  (Example:  If the U.S. is attempting to influence Peru, which has a printed value of 2, and it pays 4 IPCs to the bank,  it is successful on a roll of 1-5.)  Germany may attempt to block U.S. influence of Argentina and Chile by bidding any number of IPCs above what the U.S. is offering.  If the U.S. player is unwilling or unable to match the additional bid, he must abandon the attempt, and all U.S. and German IPCs are lost.
    Switzerland - Any player attempting to invade Switzerland must pay the bank 10 IPCs.  The invading player may not use tanks, and all Swiss infantry defend on a 3.

    XIV.  British Empire.  If Britain is conquered, the British player may move his capitol to Canada, Australia, South Africa, or India.  He may pay to build a factory in the new capitol, and it is not considered a “new” factory for build limits, unless Britain is re-captured by the Allies.  Britain also receives 4 IPCs per turn from her far flung empire which are not shown on the map.

    XV.  Neutrals.  Many neutral countries have their own militaries, which must be defeated before claiming the country.  If a neutral country survives an attack without being conquered, it joins the war on the side opposing the side that attacked it.  If it joins the Axis, it becomes part of Germany if it is in Europe, Africa, or the Americas, and part of Japan if it is in Asia or the Pacific.  If it joins the Allies, it becomes British controlled if it is in Europe or Africa, and American controlled if it is anywhere else.

    Ireland:  1 Infantry
    Portugal:  1 infantry in Portugal, 1 infantry in Angola, and 1 infantry in Mozambique
    Spain:  7 infantry, 1 tank, 1 fighter, and 1 destroyer in Spain, and 1 infantry in Rio de Oro
    Sweden:  5 infantry, 1 fighter, 2 destroyers
    Switzerland: 4 infantry (defend with a 3)
    Turkey: 6 infantry and 1 fighter
    Afghanistan:  3 infantry (defend with a 3)
    Mongolia:  2 infantry
    Saudi Arabia:  1 infantry
    Tibet:  1 infantry
    Central  America: 2 infantry (U.S)
    Iceland:  1 infantry (U.S)
    Mexico:  3 infantry (U.S.)
    Argentina:  4 infantry
    Brazil:  3 infantry (U.S)
    Chile:  2 infantry
    Columbia:  2 infantry
    Peru:  2 infantry
    Venezuela:  2 infantry
    Iran:  1 infantry
    Iraq: 1 Infantry

    XVI.  Defense Bonuses
    Britain - British infantry, tanks, and fighters get a +1 bonus when defending the home islands.
    Japan - Japanese infantry, tanks, and fighters get a +1 bonus when defending Japan.
    Gibraltar - Any infantry or tank unit defending Gibraltar gets a +1 bonus.
    Malaya - Any infantry or tank unit defending Malaya gets a +1 bonus.

    XVII.  Straits
    Ships cannot pass through certain narrow points unless the player controls the appropriate land area:

    Strait Land Area
    Panama Canal Panama
    Suez Canal Egypt
    Black Sea Turkey
    Western Mediterranean Gibraltar

    XVIII.  Japanese-Soviet Non-Aggression Pact.  Japan cannot attack the USSR unless the Axis controls London, Washington, or Moscow.  The USSR cannot attack Japan unless the Allies control either Berlin or both Paris and Rome.

    XIX.  Japanese Surprise.  The British and Americans cannot attack Japan during the first turn, unless Japan attacks them first.  If Japan attacks the Americans and/or British during one of the first two turns, it gets a surprise bonus for any attacks made entirely with aircraft that turn.  Anti-aircraft guns are ignored, and Allied units cannot fire at the Japanese planes during the first round of combat.

    XX.  Free and Half-Price Units.  Each player has a certain number of units which can be built for free or for half the normal price (fractions rounded up).  Free units represent those forces which have already been purchased and built, but had not quite finished training and/or sea trials prior to the beginning of the game.  Units available at half price represent ships (or carrier based fighters) which are either damaged or partially built.

    XXI.  Vichy French.  Vichy units will not move or attack.  If the territory they are occupying is attacked, roll a die for each Vichy unit prior to combat.  On a roll of 1-3, the unit becomes Free French.  On a roll of 4 the unit disbands and destroys/scuttles its equipment.  On a roll of 5-6 the unit joins the Axis and is replaced by a German unit.

    XXII.  Free French.  Free French forces are controlled by the British player, and can move and attack with British forces.  They actually represent Dutch, Belgian, and Polish forces as well.  As such, they get income from any blue territory on the map not occupied by Axis or Vichy forces.  In addition, they receive 1 IPC per turn which is not shown on the map.  Free French units can be built at British factories.

    XXIII.  U.S. Neutrality.  Unless attacked, the U.S. cannot move or attack during the first turn.  Also, it may only use 19 of its available IPCs to build units.  It may use the other 18 IPCs to provide lend-lease assistance to Russia, Britain, Free France, or China, or to attempt to influence Western Hemisphere countries to become U.S. allies.  These restrictions are removed on turn 2, and the US can attack any Axis country, even if not attacked first.

    Set up

    The following abbreviations are used: INF – infantry, MAR – marine, PARA – paratroop, TANK – tank, FTR – fighter, BMR – bomber, ATR – air transport, BB – battleship, DD – destroyer, CV – carrier, SUB – submarine, TRS – transport

    GERMANY:
    Balkans: 7 INF, 1 PARA, 1 FTR, 1 ATR
    Libya: 2 INF, 2 TANK, 2 FTR
    Rumania: 9 INF, 1 FTR
    Italian East Africa: 1 INF
    Italy: 5 INF, 1 TANK, 2 FTR, 1 BB, 5 DD, 2 SUB, 1 TRS, 1 AA, 1 FACTORY
    Germany: 2 INF, 1 FTR, 2 BB, 2 DD, 4 SUB, 1 TRS, 1 AA, 1 FACTORY
    France: 10 INF, 1 TANK, 2 FTR, 1 BMR, 1 AA, 1 FACTROY
    Norway: 4 INF, 1 FTR
    Poland: 22 INF, 7 TANK, 3 FTR, 1 BMR

    Note: Germany receives 2 IPCs per turn from Sweden unless it is captured by the Allies.
    First turn free units: Italy – 1 INF, 1 TANK, 1 FTR, 1 SUB, 1 TRS / Germany: 3 INF, 1 TANK, 1 FTR, 4 SUB
    Can build for ½ price: Italy – 2 BB, 2 DD / Germany – 1 CV, 1 DD
    Income level at start: 37 (+2 from Sweden)
    Cash at start: 39

    VICHY FRENCH:
    Morocco: 2 INF, 1 BB, 1 DD
    Algeria: 2 INF, 1 BB, 1 DD

    JAPAN:
    Manchuria: 3 INF, 1 FTR
    Korea: 1 INF, 1 AA, 1 FACTORY
    Japan: 2 INF, 3 FTR, 1 ATR, 5 BB, 10 DD, 3 CV, 2 SUB, 5 TRS, 1 AA, 1 FACTORY
    Thailand: 1 INF
    Okinawa:  1 INF
    French Indo-China: 1 INF
    Hofeh: 13 INF, 3 FTR,

    First turn free units: 1 INF, 1 MAR, 5 FTR, 3 CV, 1 DD, 1 TRS
    Can build for ½ price: 1 BB, 1 CV, 1 FTR
    Income level at start: 23
    Cash at start: 23

    USA:
    Philipines: 1 INF, 1 DD, 1 AA
    Hawaii: 1 INF, 2 FTR, 4 BB, 5 DD, 1 CV, 2 SUB, 2 TRS
    Western US: 1 INF, 1 MAR, 1 FTR, 1 ATR, 2 BB, 1CV, 1 AA, 1 FACTORY
    Eastern US: 2 INF, 1 FTR, 3 BB, 3 DD, 2 TRS, 1 AA, 1 FACTORY

    First turn free units: 1 CV, 1 FTR, 4 TRS
    Can build for ½ price: 2 BB, 6 DD, 3 CV, 3 FTR
    Income level at start: 37
    Cash at start: 37

    CHINA:
    South China: 9 INF, 1 FTR, 1 AA, 1 FACTORY
    Kwangtung:  5 INF
    North China:  4 INF

    First turn free units: 2 INF
    Can build for ½ price: none
    Income level at start: 11
    Cash at start: 11

    BRITAIN:
    United Kingdom: 5 INF, 3 TANK, 4 FTR, 1 BMR, 5 BB, 5 DD, 2 CV, 1 SUB, 4 TRS, 1 ATR, 1 AA, 1 FACTORY
    Malta:  1 INF
    Gibraltar: 2 INF, 2 FTR, 3 BB, 3 DD, 1 CV, 1 TRS, 1 AA
    Eastern Canada: 1 DD
    Egypt: 3 INF, 1 TANK, 1 FTR
    Sudan: 2 INF
    India, Ceylon, or Burma: 1 INF
    Singapore: 1 INF
    Cyprus: 1 INF
    Australia: 1 INF, 1 DD, 1 TRS
    Ceylon: 2 DD

    Note: Britain receives 4 IPCs per turn which are not shown on the map.
    First turn free builds: 1 INF, 1 FTR, 2 BB, 1 DD, 1 CV, 1 SUB, 1 TRS
    Can build for ½ price: 1 CV, 1 FTR, 2 DD
    Income level at start: 37 (+4 not shown on map)
    Cash at start: 41

    FREE FRANCE:
    Dutch East Indies: 1 INF, 1 DD, 1 TRS
    UK: 1 BB, 1 DD

    Note: Free France receives 1 IPC per turn which is not shown on the map.
    First turn free builds: none
    Can build for ½ price: none
    Income level at start: 10 (+1 not shown on map)
    Cash at start: 11

    USSR:
    Karelia: 7 INF, 2 TANK, 1 FTR, 1 BB, 1 DD, 1 SUB, 1 AA, 1 FACTORY
    Belorussia 5 INF, 1 TANK
    Ukraine:  5 INF, 1 TANK
    Black Sea: 1 DD, 1 TRS
    Soviet Far East: 4 INF, 1 TANK, 1 FTR, 1 SUB
    Russia: 2 INF, 1 FTR, 1 PARA, 1 ATR, 1 AA, 1 FACTORY
    Orel: 5 INF, 1 TANK, 1 FTR,
    Caucasus: 5 INF, 1 FTR

    First turn free builds: 2 INF, 1 TANK, 1 FTR
    Can build for ½ price: 1 BB, 1 DD
    Income level at start: 32
    Cash at start: 32


  • can you post some images


  • You mean of the map?  Hmm.  I have a digital camera.  When my kids get home, I’ll ask them if they know how to do it.

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