Here are some of the changes new to Advanced Axis & Allies. This is taken from the Intro file:
One of the most significant changes in Advanced Axis & Allies is that all units have different attack and defence capabilities depending on whether they are fighting against surface or air units. For example air superiority is required by a fighter before it could attack a land or naval unit. The fighter would have to defeat opposing enemy fighters in air to air combat first rolling on a 3 or less. Assuming it succeeded in defeating the enemy
fighters it would then change to air to surface combat and attack ground or naval units at a 2 or less.
Economies play more of a roll in AAA because of the introduction of supply lines and sealanes. The value of each land territory must be transported back to the home country via connected territories. If a territory is cut off it’s IPC value is lost and will not be collected at the end of the turn. An example of this is if Japan captured Yakut and the USSR failed to liberate it on their turn they would lose the 2 IPC’s from the Far East.
On the oceans IPC value is transported by cargo ship convoys following designated sealanes back to the home country. Each cargo ship carries 4 IPC’s so a you must have enough of them to bring in your total overseas IPC value. These sealanes can be attacked by submarines which sink the cargo ships forcing that country to spend money on replacing them to maintain their economy. Submarines are considered separate units used only for attacking sealanes and cannot be used in regular naval combat nor can they be attacked, only by designating escorts (battleships or cruisers) can subs be fought.
Specific factories produce either infantry, tanks, aircraft, subs, light ships, and capital ships. Factories can be bombed so they must be repaired to continue production but there canbe multiple factories in a zone. Fighter interceptors can be used to defend factories against bombers, while bombers can bring fighter escorts to protect them. Countries have
individual unit costs to represent their economic and military capacity the USA can build $7 fighters, Germany can build 6$ subs, Russia $2 infantry, and Britain costly $4 infantry.
Technological research is not random as in the original but instead can be chosen and developed. Each country starts at a different level of research in each technology type and at a cost of $5 can advance their development each turn until they acquire it. Germany starts the game more advanced then any other power and can spend part of their income to quickly achieve secret weapons like jets and rockets.
Special units introduced are paratroops carried by bombers, Japanese kamikaze’s used for suicide attacks on enemy ships, and German SS units that are better equipped and stronger then regular infantry and tanks. Cruisers are weaker battleships that are cheaper but attack and defend at 2. The British player commands a partisan effort against Germany and occupied Europe and can use it to sabotage him.