If you feel that the Standard NA’s aren’t any good you can use those developed by B. Andersson Game Master…
Japan National Advantages
1. Tokyo Express
The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do.
2. Kamikaze Attacks (revised)
A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
You may convert your fighters to kamikaze â€“ suicide â€“ aircraft to perform kamikaze attacks on any naval target of your chosing, except submarines. Such an aircraft have a range of 2 and may only be launched from Japan or Okinawa. Kamikaze attacks must be declared during combat movement turn and you receives 2 IPCÂ´s from the bank for each converted fighter. A kamikaze attack takes place during the opening fire step of the first cycle of combat and automatically hits the chosen target, but the chosen target may defend first. If a target chosen is an aircraftcarrier with at least one aircraft onboard, the aircraftcarrier defends on a 4 or less. More over, one hit is sufficient to sink a battleship. The defending target may defend against many kamikaze attacks, but may not counterattack any other attacking units. A kamikaze aircraft may not be taken as a casualty, as kamikaze aircrafts are destroyed when they make their attack.
3. Floatplane Fighters (replace Kaiten Torpedoes)
With an empire stretching across thousands of kilometers of the Pacific, the Japanese specialized in good floatplane fighters.
Your fighters may treat islands you control and adjacent sea zones as one. Therefore your fighters can travel in and out from an island or island group you control at no cost of movement. An island or island group is a territory located entirely inside one sea zone.
4. Dreadnoughts (replace Lightning Assaults)
Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
Your battleships attack and defend on 5.
5. Fanatic Resistance (replace Dug-In Defenders)
The fanatic willingness to die for the Emperor was a terrifying feature of Japanese fighting men in all theatres.
All your infantry defend on a 3 during the first cycle of combat.
6. Fugo Raid (replace Banzai Attacks)
Japan used balloon bombs, supposed to set fire to and drop antipersonnel bombs randomly on the U.S. There was even a plan to use balloons in order to attack the enemy with plague.
Once during the game you can launch a Fugo Raid to reduce enemy industrial production. A Fugo raid must be launched during your mobilize new units phase and from an antiaircraft gun, which may attack an industrial complex within 4 spaces. There is no defense against this attack. The Fugo Raid causes both an economic and a military setback. The opponent must surrender the territory’s income value in IPC’s to the bank (or as many as the player has), and no units can be built in this territory on your enemy’s next turn.
Now that you can target tech rolls IT would distort the game. Too much would rely on whether Germany or Russia got IT first.
Well, if they had left it in and not altered Hvy Bombers except to limit then to best of 3 dice on SBR runs, it would have evened out.
I think the reference was to the tech that allowed you to save 1 IPC per unit.
Spend 20 IPC on tech, get a slightly better than 50% chance.
Now you need to buy 20 units to make that back. 20 infantry now cost you 40 IPC.
Or, if you are like me, just raid chips (and extra Japan INF and ARM, something else I have run out of in the last 2 games I played) from your Milton Bradley Classic AA game. Exactly the same size and style
@ohwrm said in Are either of these the National production Chart for the 2004 revised edition?:
I’m missing it and currently trying to find one to print out but since I don’t know what it looks like, I’m having difficulties
The Production Chart at the top of this page is for some version of A&A Global 1940 (the admixture of A&A Europe 1940 and A&A Pacific 1940). While nifty looking, it won’t help you much with A&A Revised.
This Production Chart is also for A&A 1940, in this case A&A Pacific 1940.
This production chart is for the Milton Bradley version of A&A. Again, nifty looking, but it won’t help you much with A&A Revised.
or if anyone has the game, if they could send me a photo that would be seriously appreciated (I’m also missing the Reference Chart for the Soviet Union)
By finding BGG, you’ve hit on a source of information about A&A, you just haven’t found the right mine shaft to explore. Instead of looking at BGG’s Nova Games & Milton Bradley A&A page, try BGG’s Avalon Hill A&A (A&A Revised) page. Yes, they are both “helpfully” named “Axis & Allies”. This is both technically correct and wildly unhelpful. That said, the BGG A&A Revised page has much information, to include:
But there are also resources on this website that can help you. The front page to the site has a link to “Rules & Downloads”. Going there will land you on a page of basic information about the different A&A games. Scroll down until you get to the “Axis & Allies Revised (2004)” section. You will have two options, a link to download a pdf version of the rules for the game and a link to a setup chart for the game. The setup chart gives you the unique information found on Reference Chart for the Soviets (the rest of the information on the chart is about the names, abilities, and prices for the units in the game, information that is duplicated both in the rule book and on the other four reference charts.
If you want to duplicate the look of a reference chart, combine the reference chart from another country with the setup from here. You might find a picture of another country’s reference chart here.
I hope that helps.