• Soviet National Advantages
    1. Tankograd - In 1940 engineers in the Chelyabinsk Tractor Plant began production of Soviet tanks (T-34, SU-152). Due to the rapid establishment of tank construction on a massive scale in 1941, Chelyabinsk gained the nickname Tankograd (‘Tank City’). In 1945 the plant was awarded the Order of Kutuzov, 1st Class, and other honours for its efforts in helping to defeat Nazi Germany.
    Soviet tanks cost 5 ipcs.
    2. Sharashka – The secret Gulag research facilities developed many advanced designs for the USSR.
    The USSR gets one free tech dice to roll each turn.
    3.Partisans – Unconquerable Soviet Partisans continued fighting the Germans even when all hope seemed lost.
    Soviet infantry may enter and pass through the Pripyet marshes. Additionally, Germans must leave at least one ground unit in any soviet starting territory in order to retain control of the province. At the end of the German turn any un-garrisoned province in the USSR’s starting territories will revert to Soviet control. Russia places a free infantry in any provinces liberated by partisans.
    4. Red Army Conscription- The Soviet Union’s most valuable asset was its vast manpower reserves, conscription got men to the front lines, but didn’t guarantee success.
    Once per game, at any time, the Soviet player may declare he is beginning a mass conscription. During the next Soviet “purchase units” phase, infantry cost only 2 IPCs, provided that only infantry are bought this turn.
      5. Katyusha Rockets- The Soviets were able to supplement their artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for any lack of accuracy.
    When attacking, Artillery and the infantry they support re-roll any die that fail to hit on the first round of combat.
    6. Heavy Industry – “We are fifty or a hundred years behind the advanced countries. We must make good this distance in ten years. Either we do it, or they will crush us.” – Joseph Stalin. Place a free minor industrial complex in Amur, Ukraine, and Novosibirsk. Additionally, you may chose one unit type (besides infantry) to mass produce. For the rest of the game that unit costs 1 ipc less than normal to build.

    Anzac National Advantages
    1. Tenacious Defense- ANZAC forces often found themselves in far flung locales, often with little to no support. When alone these forces fought on to the bitter end, knowing they might never see home again spurred them on to acts of true courage.
    If there is only one ANZAC unit present in combat (even with other allied units) then that ANZAC unit requires 2 hits to destroy and defends at +1.
    2. Bushwhackers- The Australian New Zealand corps were made up of tough men who could handle themselves in the outback. So much so that practically every one on the islands was capable of soldiering in at least some capacity.
    ANZAC infantry can be mobilized in any originally controlled ANZAC territory with an IPC value. The first time Japan attacks an ANZAC territory with an IPC value, place that many ANZAC infantry there.
    3. Australian Commandos - Australia formed several small-scale raiding and reconnaissance forces. One of these forces, Z Special Unit, conducted raids far behind the front line, including a successful raid on Singapore in September 1943.
    Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese air or naval base. Pay 3 ipcs and pick a single Japanese coastal fortification, naval or Airbase. Roll 1d6 damage to the facility (minimum 1). Thus, a roll of 4 would result in 4 damage to the facility.
    4. Imperial War Cabinet - The Imperial War Cabinet was created by British Prime Minister David Lloyd George in the spring of 1917 as a means of co-ordinating the British Empire’s military policy during the First World War. Winston Churchill revived the Imperial War Cabinet during the Second World War at the insistence of Australian Prime Minister John Curtin.
    ANZACS units in Europe make their combat and noncombat moves during the British player’s turn. This works like joint strike. The British player chooses casualties in joint operations and any territory taken by Anazac forces in Europe goes to the United Kingdom’s European income.
    5.The Australian 1st Armoured Division - The 1st Armoured Division formed a key element of Australia’s defences against a feared Japanese invasion. .
    ANZAC Tanks hit at a 4 or less when defending the Australian mainland
    6. Maroubra Force - Maroubra Force was the name given to the Australian infantry force that defended Port Moresby, Papua New Guinea from the Japanese. They successfully fought a month long delaying action through the debilitating terrain of the Owen Stanley Range, before being reinforced and finally driving off the Japanese just outside of Port Moresby. ANZAC infantry defending New Guinea and Dutch New Guinea take two hits to kill. Any infantry units that survive combat are immediately healed.
    ANZAC infantry defending New Guinea and Dutch New Guinea take two hits to kill. Any infantry units that survive combat are immediately healed.

    British National Advatages ( London )

    1. Night Bombing Raids- Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
    British bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way roll two dice and choose the lower result. Heavy bombers roll one die only.
    2. Joint Strike- The most powerful strike of the war was in the joint allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
    Once during the game at the start of a British turn, you may declare a joint strike. That round, you complete your turn as normal, except you must skip your combat move, and conduct combat phase. You may conduct non-combat moves as normal. On those phases of the U.S. turn, the U.S. Player uses your units in his or her combat move, and conduct combat phases, together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. A joint strike may not be called off once it is declared.
    3. Technology Sharing- The United Kingdom Pacific and United Kingdom Europe exchanged technology and techniques that combined to create machines that were more than the sum of their parts. The P-51 Mustang combined a British Engine with an American body and resulted in one of the most survivable and maneuverable fighters of the war.
    During the research and development phase, the UK-E and UK-P players may re-roll as many dice as the other player has breakthroughs. (If the UK-P has made 3 breakthroughs, the UK-E may re-roll 3 of its dice, if it elects to roll that many)
    4. The Great Liberation- The United Kingdom was safe harbor to the exiled governments of multiple nations under axis domination, these oppressed peoples were eager to help the war effort, if given the chance.
    The first time the following territories are captured by the Allies, place one UK infantry there: Norway, Denmark, Belgum/Holland, Yugoslavia, Greece, and West Poland. If the UK is the power that captures one of these territories, place UK infantry equal to the IPC value of the territory there.
    5. Canadian Patriotism- At the end of the Second World War, Canada possessed the third-largest navy and fourth-largest air force in the world, as well as the largest volunteer army ever fielded. Conscription for overseas service was introduced only near the end of the war, and only 2,400 conscripts actually made it into battle.
    Recieve a 2 ipc refund at the end of your turn for every unit (besides infantry) that you built in Canada.
    6. Enigma Decoded- Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back. Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind.
    This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

    British National Advatages ( India )

    1. Joint Strike- The most powerful strike of the war was in the joint allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
    Once during the game at the start of a British turn, you may declare a joint strike. That round, you complete your turn as normal, except you must skip your combat move, and conduct combat phase. You may conduct non-combat moves as normal. On those phases of the U.S. turn, the U.S. Player uses your units in his or her combat move, and conduct combat phases, together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. A joint strike may not be called off once it is declared.
    2. Technology Sharing- The United Kingdom Pacific and United Kingdom Europe exchanged technology and techniques that combined to create machines that were more than the sum of their parts. The P-51 Mustang combined a British Engine with an American body and resulted in one of the most survivable and maneuverable fighters of the war.
    During the research and development phase, the UK-P and UK-E players may re-roll as many dice as the other player has breakthroughs. (If the UK-E has made 3 breakthroughs, the UK-P may re-roll 3 of its dice, if it elects to roll that many)
    3. Cripps Mission- The Cripps mission was an attempt in late March 1942 by the British government to secure Indian cooperation and support for their efforts in World War II. The purpose of the mission was to negotiate with the Indian National Congress a deal to obtain total co-operation during the war, in return of progressive devolution and distribution of power from the crown and the Viceroy to elected Indian legislature. However, the talks failed, having failed to address the key demand of a time frame towards self-government.
    Once per game, during the British collect income phase, the British player may promise independence for India. India, West India, Burma, and Shan States immediately become neutral countries and any allied pieces in those territories move to the nearest allied controlled province. From that point on the UK’s European and Pacific incomes are combined and a free minor industrial complex is placed on British Columbia. If any of the Indian territories are attacked they receive ten infantry.
    4. Chindits- The Chindits were a British India “Special Force” that served in Burma and India in 1943 and 1944 during the Burma Campaign in World War II. They were formed into long range penetration groups trained to operate deep behind Japanese lines.
    Your infantry may perform attacks for one round and immediately retreat from where they came. Japanese defenders do not fire back. This is only to be used in mainland Asia.
    5. The Sun Never Sets on the Empire- With possessions and holdings around the globe the United Kingdom was held together by a chain of bases, each filled with men ready to protect the crown’s possessions.
    The United Kingdom may mobilize one infantry per turn at a port, airbase, or victory city that it controls.
    6. Night Bombing Raids- Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
    British bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way roll two dice and choose the lower result. Heavy bombers roll one die only.

    China National Advantages

    1. Unforgiving Wilderness- China in the 1930’s and 40’s was hardly mapped, let alone industrialized. Japanese forces found it difficult to get deep into china without getting bogged down.
    Axis tanks may not blitz in China, they may still move 2 spaces normally. Only two axis aircraft can land in a Chinese territory that is worth only 1 IPC may not
    2.Burma Road- The British used the Burma Road to transport war materiel to China before Japan was at war with the British.
    In addition to normal rules involving the Road, the US or the United Kingdom may purchase 1 artillery unit for China on every turn that the road remains in allied hands. This unit must be placed on Szechwan.
    3.Operation Zet- Operation Zet was a secret operation of the Soviet Union to provide military and technical resources to the Republic of China as a part of the Sino-Soviet Non-Aggression Pact. 
    Soviet and Japanese forces may clash in the Chinese interior (ie provinces that do not border the Soviet Union) without a declaration of war.
    4.Eight Route Army- At the start of World War II, the 8th Route Army infiltrated itself behind Japanese lines in Northern China, where it established many bases of operations. It recruited Chinese semi-trained militia. In 1937, the army had 30,000~ 40,000 troops. It grew to 156,000 in 1938 and 400,000 in 1940, and 600,000 in 1945.
    If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.
    5.The Hump- The Hump was the name given by Allied pilots in the Second World War to the eastern end of the Himalayan Mountains over which they flew military transport aircraft from India to China to resupply the Chinese war effort of Chiang Kai-shek and the units of the United States Army Air Forces based in China. The allied commitment to supply China enables the Chinese to resist even when the situation seems hopeless.
    The British empire and the United States may transfer up to 6ipcs in total to China every turn as long as India and Szechwan remain in allied hands. The Nationalist Chinese regime is corrupt, however, and the allies must spend two ipcs for every ipc that they wish to transfer to China.
    6. The United Front- The war with Japan forced the Kuomintang and the Chinese Communist Party to suspend the Chinese civil war and form an alliance.
    Once per game the nationalist may declare that the United Front is in effect. For that turn only an influx of communist guerilla fighters reduces the cost of Chinese infantry by 1 ipc.

    United States Of America National Advantages

    1. Remember Pearl Harbor- A frequent rallying cry in the United States reflected the critical importance of the naval base at Pearl Harbor. This important location served as a hub for American units on their way deeper into the pacific.
    After the United States is at war with Japan, the US player may place one air, sea or land unit at Hawaii if it is still controlled (or sea zone 26) during its place units phase if there are no axis ships in sea zone 26. You may place an air unit and a sea unit and a land unit.
    2. Manhattan Project- The research and development infrastructure of the United States yielded advances as destructive as the Atomic Bomb and as humane as penicillin.
    When rolling for technological breakthroughs, the United States achieves a breakthrough on 5’s also. This can result in two breakthroughs achieved a turn if the US player rolls a 5 and a 6.
    3. Marines- Amphibious assaults were commonplace for American forces, none were better than the troops of the USMC.
    Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.
    4. Army Corps of Engineers- Behind the front lines the United States built infrastructure networks that served the G.I.’s in ways they took for granted. Fuel, food and ammunition shortages were rare for the U.S. army all thanks to the network of bases built by the Corps.
    US Industrial complexes, air bases, and naval bases each cost 5 IPCs less. The US player may construct air bases and naval bases on friendly territories if there is a US infantry there.
    5. Resilient Carriers- The American carriers of the war were equipped with state of the art firefighting equipment and thicker decks, making them all the much more durable.
    American Carriers can sustain 3 hits before they are sunk. After the first hit, the carrier can only hold one plane, mark it with a damage counter beneath, after a second hit the carrier can hold no planes, and is reduced to a move of “1” and a defense value of “1”.
    6. The Fast Carrier Task Force- From the start of the Pacific War the US fleet contained what are referred to as “fast carrier task forces.” But the formation known as “The Fast Carrier Task Force” came into being in late 1943, after the arrival in the Central Pacific of the first ships of the Essex and Independence classes. This force was the Pacific War’s equivalent of the great gun-armed battlefleets of earlier conflicts. By the time of the Battle for Leyte Gulf it had already proved itself to be one of the most potent instruments in the history of naval warfare -obliterating Japanese air power, and sweeping enemy warships and merchant shipping from the seas, wherever it had ventured.
    Designate one fleet with at least one carrier as The Fast Carrier Task Force. Every vessel in this fleet has a move of three. The number of ships in the fleet is limited by the number of carriers in the fleet. You may bring along either one Battleship or two vessels of any other type for each carrier in the fleet. You may add additional ships to the fleet at anytime as long as there are enough carriers to support the new ships. If the Fast Carrier Task Force is destroyed, you may designate a new fleet as your Fast Carrier Task Force. You may only field 1 Fast Carrier Task Force at a time.

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