Revised Axis and Allies: Expansion Edition


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    The purpose of this thread is to stimulate ideas for a new project for this game.

    The map is allready done in 60 x 36 inches and its perfect… now comes the task of assimulating all of the good (best ideas) for additional details to add to the game…

    1. Italy is the 6th player
    2. Using Anderssons revised NA’s
    3. Adding a few new units as follows:

    land: ( all values=move/attack/defend/cost/#hits they take)

    Mechanized Infantry: 
    1/2/3/4

    SS Panzer:
    2/5/5/8

    Soviet Shock Armies:
    2/3/4/6

    Heavy Artillery:
    1/4/2/6

    Heavy Tanks:
    2/4/4/7

    Naval Units:

    Cruiser:
    3/3/3/16/2hits

    Light carrier (escort carrier):
    2/0/1/10/1 hit…still takes 2 planes

    price changes:

    Battleships now cost: 20 IPC
    Carriers now cost: 16, move 3 and take 2 hits to sink
    Destroyers cost 10, attack and defend at 2

    Air units:

    Naval fighters:
    2/2/2/8… each attack against ships is preemtive before ships roll on defense.

    thoughts?


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    Revised Axis and Allies: Expansion Edition

    -This variant uses Larry Harris Tournament Rules (LHTR) unless otherwise stated
    -This is a set of rules developed by the 4 major PBEM clubs, with Larry Harris’ input, which clarify ambiguities and removes game breaking strategies present in the original out-of-the-box Avalon Hill (AH) rules, thus resulting in a rule set more conducive to tournament play.

    Victory Conditions: Additional Cities
    -Stalingrad (Caucasus), Sydney (Australia), and Honolulu (Hawaii) are added as VCs for a total of 15.
    -Allies start with 9/15 VC, Axis starts with 6/15 VC
    -Allies need 11/15 VC at the end of a ROUND (i.e. US TURN) to win
    -Axis need 10/15 VC at the end of a ROUND (i.e. US TURN) to win

    Straight Bid for the Axis (optional)
    The bid represents how many additional IPC’s you feel you need, to make for a balanced game playing the Axis (the less confident you feel with the Axis, the higher you should bid). The player bidding lower plays Axis. The entire bid may be spent on units to be placed prior to game start, distributed as cash to be spent first turn, or a combination thereof.

    Italy is a new nation ( the 6th player)

    All German units located in Southern Europe, Balkans and Libya is now considered Italian and those territories can be used to purchase only Italian units (light Grey). That gives them a starting IPC value of 10. When choosing NA’s the Italian player can pick 4 NA’s that only affect these units. The Italian player plays following Germany’s turn. The territory of Germany itself has a new value of 20 so their income is not affected.

    Lend lease payments
    The US player receives 10 extra IPC per turn that can only be sent to either UK or the Soviet Union to represent lend-lease payments during the war. They can also be saved and sent on a latter turn. However, these must be carried on a transport and sent to sea-zone 4 or 34. Up to 10 points of lend lease can be carried on a single transport. This process can be intercepted be any axis player (who has units in range) and the transport (along with its lend lease cargo) can be sunk.

    Bilateral Japanese-Soviet Non- aggression Treaty as Standard
    -If Russia or Japan attack an original Orange or Red territory respectively, the treaty is considered broken and the defender places 4 free INF in that territory before resolving combat. If more than one territory is attacked, the defender decides which territory gets the free INF.
    -If any of the following happen:
    1. Russia/Japan attacks a non-Orange/non-Red Japan/Russia-owned land territory
    2. Russia/Japan moves units into or through a Friendly-owned original Orange/Red territory
    3. Russia/Japan attacks Japanese/Russian Naval Units
    the treaty is considered void rather than broken, and the infringed upon party places 4 free INF in their capital.
    -Once the treaty is either void or broken, it no longer comes into play.

    Convoy Raids
    The U.K, U.S. and Japanese players are susceptible to supply line interdiction. This rule implies that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink” IPC’s. On the U.K, U.S. and Japanese players collect income phase, the player must subtract 2 IPC’s to the bank for each enemy submarine within 1 sea zone of an industrial complex controlled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turns conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containing the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).

    Placement of New Naval Units
    Place naval units only in sea zones adjacent to territories containing eligible industrial complexes. New naval units can enter play even in a hostile sea zone. No combat occurs because the conduct combat phase is over. Newly built fighters can be placed into territories containing an industrial complex controlled by your power from the start of your turn, or they may be placed on an aircraft carrier owned by your power in a sea zone adjacent to a territory with such an industrial complex. The aircraft carrier may be an existing one or it may be a newly built carrier. You may not place a new fighter on a carrier owned by a friendly power.

    Air Supremacy
    Fighters can support infantry attacks and artillery defense if no enemy fighters are present. Air supremacy increases your infantry’s attack to 2 or your artillery’s defense to 3. Each infantry or artillery must be matched one-for-one with a supporting fighter.

    D-Day Invasion
    Once during the game, at the start of UK’s turn, you may declare a D-Day Invasion, a combined attack of UK and US forces that occur on the US turn. D-Day may only target Western Europe, and all attacking land and sea units must come in through SZ 7.
    -Conduct your UK turn as normal, including combat and non-combat movement for any units you do not anticipate participating in D-Day. Any units being used on UK’s turn, be it combat or non combat movement, cannot be used on the US turn. Also, newly purchased UK units cannot be used either.
    -On the US turn, the US player uses your eligible units in his combat and non-combat moves together with his own units. UK units can only be involved in combat in Western Europe proper. The one exception is loaded Transports that can be involved in combat in SZ 7 as part of the amphibious assault. UK Destroyers, Cruisers, and Battleships can bombard Western Europe but only if SZ 7 was empty at the start of the US turn.
    -The UK and US must agree on casualties, otherwise the defender chooses. AA Gun fire is rolled separately against each nation. Techs or NAs still only apply to the units of the power that has them. D-Day may not be called off once declared.
    -If Western Europe ever becomes controlled by Allies prior to D-Day, Allies can no longer conduct D-Day

    Price Changes
    -Destroyer is now 10 IPC
    -Aircraft Carrier is still 14 IPC but takes two hits to sink
    -Battleship is now 20IPC

    Transport Changes
    -In the special case where a Transport starts it’s turn in a hostile sea zone, if the Transport leaves the sea zone (it can only leave during combat movement), it is free to load units, and then unload them into either a hostile OR FRIENDLY territory. All of this would occur during the combat move. This is a special exception to the regular rules because although the land units may not be conducting combat, the Transport that moves them does.
    -This change applies to Tokyo Express Destroyers as well.

    Submarine / Destroyer / Air Interaction
    -Aircraft CANNOT attack a sea zone consisting only of enemy Submarines UNLESS the aircraft are accompanied by at least ONE Naval Unit
    -Aircraft CAN attack a sea zone consisting of enemy Submarines PLUS other enemy naval vessels
    -Both attacking and defending Submarines are said to be “Undetected” at the start of Combat
    -Each Destroyer present in the attacking or defending force roll a SUB Detection Roll @3 or less. At least ONE successful roll means ALL of the opposing sides Submarines are “Detected” and combat resumes as normal. A failed roll (or no roll if there are no Destroyers) means ALL of the opposing sides’ Submarines remain “Undetected” and therefore, do not have their special abilities cancelled by any opposing Destroyers.
    -This means any enemy units hit by “Undetected” Submarines in Opening Fire are removed IMMEDIATELY. Also, an “Undetected” SUB has the ability to submerge IMMEDIATELY after Opening Fire and thus avoid further combat. If the SUB chooses to stay, it is now considered “Detected” and combat resumes as normal (including having it’s special abilities cancelled by opposing Destroyers)
    -All of your Destroyers’ submarine detection rolls are increased by 1 if there is at least one aircraft (Fighter or Bomber) is accompanying it in the attack.

    Combat Phase

    Place Units on Battle Board
    1a. Attempt Sub Detection (1st round only)
    -Aircraft cannot be used to attack a territory consisting only of Submarines unless at least ONE NAVAL UNIT is present in the attacking force
    -roll 1 die @ 3 for each attacking DD, a successful roll detects ALL defending Subs
    -roll 1 die @ 3 for each defending DD, a successful roll detects ALL attacking Subs
    -“Undetected” Subs do not have their special abilities cancelled by enemy Destroyers
    2. Conduct Opening Fire
    -attacking Subs roll 1 die @ 2
    -defending Subs roll 1 die @ 2
    3. Remove Opening Fire Casualties
    -if attacking Subs were “Undetected”, remove all defending Opening Fire Casualties immediately (enemy DD does not cancel this)
    -if defending Subs were “Undetected”, remove all attacking Opening Fire Casualties immediately (enemy DD does not cancel this)
    3a. Undetected Subs may submerge (1st round only)
    -As they are “Undetected”, enemy DD does not cancel this
    -any Subs not electing to submerge are considered “Detected” at this point and subject to attack (i.e. eligible to be taken as casualties)
    -combat resumes as per normal rules after this point
    4. Attacking Units Fire
    5. Defending Units Fire
    6. Remove casualties
    7. Press attack or retreat
    -surviving Subs may submerge again here, but as they are now all “Detected”, enemy Destroyers cancel this ability
    8. Capture territory

    -Submarines MAY NOT move through a Sea zone containing a Destroyer. If a Submarine encounters a Destroyer in a Sea zone, combat must be initiated, though regular Destroyer detection of the Submarines occurs as normal in the battle.

    New Units:

    SS PANZERS
    (Germany only)
    Description: SS Panzers are specialized in repelling enemy advancement and make a considerable reinforcement to the German players defense. Use regular armor painted in black as SS Panzer units. S.S. Panzers cost 8 IPC’s and can only be built in Germany.

    Cost: 8
    Attack: 5
    Defense: 5
    Move: 2

    Setup: Germany receives one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    MECHANIZED INFANTRY
    Description: Mechanized Infantry represent elite infantry formations during the war. (Buy some halftrack pieces for these)

    Cost: 4
    Attack: 2
    Defense: 2
    Move: 1

    Setup: Each player receives two units for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Special Ability: Each of your tanks gives one matching infantry one additional movement allowance and an increased attack capability of 2 or less in the first cycle of combat only. Even if supported by artillery, their attack remains 2. The tank and the infantry unit must leave from the same territory.

    SOVIET SHOCK TROOPS:
    Description: Representing higher echelon infantry forces. (Paint some Soviet infantry heads a bright orange)

    Cost: 6
    Attack: 3
    Defense: 4
    Move: 2

    Setup: The Soviet Union receives one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    HEAVY ARTILLERY:
    Description: Representing higher caliber field Artillery pieces. (Use AA gun piece)

    Cost: 6
    Attack: 4
    Defense: 2
    Move: 1

    Setup: Germany and Soviet Union each receive one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Special Ability: They provide a +1 bonus to each matching attacking infantry like regular infantry or can perform a special attack as follows: It can attack from an adjacent space with a one free preemptive salvo and does not have to move in with other units. If it decides to move and attack then its hits are not preemptive.

    HEAVY TANKS:
    Description: Representing elite heavy and super heavy tank classes. (use painted 1/285 scale tanks for these)

    Cost: 7
    Attack: 4
    Defense: 4
    Move: 2

    Setup: Germany and Soviet Union each receive one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Special Ability: Each hit can target enemy armor units first before another unit is taken as a loss. (This includes Artillery and Mechanized Infantry as well as any armored types of units.

    Fast Carriers

    Description: Speedy ships with landing decks from which fighters can take off and land.

    (This is a revised rule for aircraft carriers only, not a new unit)

    Cost: 16
    Attack: 1
    Defense: 3
    Move: 3
    Hits: Takes 2 hits to sink

    Carry Fighters: Just like the box rules.

    Fighter Defense: Just like the box rules.

    Light Carriers (Escort Carriers)
    Cost: 10
    Attack: 0
    Defense: 1
    Move: 2
    Hits: Takes 1 hit to sink

    Setup: Japan and UK each receive one Light carrier unit for free, during the first round only. These free cruiser units are brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Carry Fighters: Just like the box rules.

    Cruisers
    Description: Multipurpose ships that can fire on incoming enemy planes and conduct shore bombardment. (One can use the battleships from A&A Classic as cruisers.)

    Setup: Germany (in Baltic), Japan, UK, and USA (Pacific) each receive one cruiser unit for free, during the first round only. These free cruiser units are brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Cost: 16
    Attack: 3
    Defense: 3 (Antiaircraft fire)
    Move: 3
    Hits: Takes 2 hits to sink

    Special Abilities
    Shoot Down Air Units: Whenever an air unit enters a sea zone containing an enemy cruiser, the cruiser fires during the Conduct Opening Fire step of combat. Roll one die for each attacking air unit (but only one cruiser in a sea zone can fire during the opening fire step, even if they are controlled by different powers). For every roll of 1, one attacking air unit is destroyed. This opening fire capability is for the first cycle of combat only and does not cancel the regular roll during the Defending Units Fire step.

    Shore Bombardment: In an amphibious assault, your cruisers may like battleships make a support shot on amphibious assaults on a 2. Each cruiser fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A cruiser cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.

    Destroyers
    Description: Small, fast warships that hunt submarines.

    (This is a revised rule for destroyers only, not a new unit)

    Cost: 10
    Attack: 2 (3 when an enemy submarine is present)
    Defense: 2 (3 when an enemy submarine is present)
    Move: 2 (3 when supported by a carrier)

    Special Abilities
    Supported by Carriers: When a destroyer move along with an aircraft carrier, the destroyer’s movement is increased to 3. This pairing is on a one-to-one basis. The destroyer and the aircraft carrier unit must leave from and end up in the same sea zone.

    Submarine Disruption: A destroyer cancels the special abilities of submarines. Enemy submarines cannot move freely through a sea zone containing your destroyer. If you have destroyers in combat involing enemy submarines, they attack and defend on a 3. Any casualties of enemy submarines can return fire. Also, enemy submarines cannot submerge while your destroyer is present.

    Shore Bombardment: In an amphibious assault, your destroyers may like battleships make a support shot on amphibious assaults on a 2. Each destroyer fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A destroyer cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.

    Battleships
    Description: Powerful and nearly indestructible monarchs of the sea.

    (This is a revised rule for battleships only, not a new unit)

    Cost: 20
    Attack: 4
    Defense: 4
    Move: 2

    Special Abilities: All attacks on other naval ships are conducted with preemptive salvos to represent longer-range gunnery. Every combat round they attack in a similar manner. Otherwise they conduct themselves the same as LHTR.

    Naval Fighters
    Description: Representing carrier based torpedo-bombers and dive-bombers. ( use 1/600 scale planes for these)

    Cost: 8
    Attack: 2
    Defense: 2
    Move: 2

    Setup: Japan and USA each receive 2 naval fighters free, during the first round only. These are brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Special Abilities
    These units can only move from small islands or Carriers and can only attack other naval units. All attacks are preemptive rolls against defending warships prior to the start of the first combat round. After each successive round of combat this advantage is lost.

    Weapons Development

    1.  Jet Fighters
    Your fighters are now jet fighters. They are immune to AA fire and may intercept bombers (including super- fortresses) in a SBR.

    2.  Rockets
    Your antiaircraft guns are now rocket launchers. In addition to their normal combat function, they can reduce enemy industrial production. From each territory, one antiaircraft gun may attack an industrial complex within 3 spaces. Roll one die for the rocket. The result of that roll is the number of IPC’s destroyed by that rocket. The maximum combined damage inflicted in one turn by all rocket attacks and strategic bombing raids on the same industrial complex is the territory’s income value. The opponent must surrender that many IPC’s to the bank (or as many as the player has, whichever is the lesser amount).

    3.  Super Submarines
    Your submarines are now super submarines. They attack and defend on a 3 and may not be attacked by enemy aircraft when alone or in company with other submarines only, unless an enemy destroyer is present.

    4.  Long-Range Aircraft
    Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters´ range increases to 6. Your bombers´ range increases to 8.

    6.  Heavy Bombers
    Your bombers are now heavy bombers. They roll two dice each in an attack or strategic bombing raid (see Special Combats in Phase 4: Conduct Combat), but still only a single die on defense.

    National Advantages:

    Method of Deployment

    -Each side will have a total of 4 NAs Each
    -NAs do not come into effect until declared
    -During the 1st ROUND, each nation declares 1 NA at the start of their TURN. This NA comes into effect immediately.
    -During the 2nd ROUND, Ger, Jap, and any one Allied nation each declare 1 NA at the start of their respective TURNS’. This NA comes into effect immediately. However, a nation also has the option to delay their 2nd NA, meaning they do not declare it at the start of their 2nd TURN, but rather, declare it on the Mobilize Units phase of their 2nd TURN (or any of their Turns thereafter). If this is done though, the NAs benefits don’t come into effect until the Mobilize Units Phase.


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    Soviet Union National Advantages

    1.  Russian Winter
    Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down.
    Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry in red territories defend on a 3.

    2.  Non-aggression Treaty
    The Japanese refrained from attacking the Soviet Union during most of the war. They already had one bear coming at them from the east.
    The first time in the game that the Japanese forces attack any red territory, you may place four of your infantry for free in that territory before resolving combat. If Japan attacks more than one red territory in that turn, you may decide which such territory receives the infantry. If you attack an orange territory before Japan attacks you, you lose this national advantage.

    3.  Mobile Industry
    In response to the threat from the Russian front, the Soviets moved their factories east. They produced 5,000 tanks east of the Urals in 1942.
    Your industrial complexes each may move 1 territory during your non combat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value). They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them. You may mobilize at a complex if you controlled both the industrial complex and it’s new territory at the start of your turn.

    4.  Conscripts (replace Salvage)
    The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped.
    During your mobilize new units phase, you may place one of your infantry for free in any red territory if you control it. This free unit is in addition to the group of units you just purchased.

    5.  Katyusha Rockets (replace Lend-Lease)
    The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.
    Your artillery attacks on a 3, for the first combat cycle only.

    6.  Trans-Siberian Railway
    The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
    In the non combat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R.

    7. Russian T-34’s
    Your ARM in red territories defends on a 4.

    8. Lend-Lease
    During your Mobilize Units phase, you can convert up to 12IPC worth of Allied units into Soviet units if they are in a red territory. These may be land or air units. Remove the affected units from play and replace them with the same units of your own color.
    -When declared, place 1 free INF in any Red territory you control, during the Mobilize Units phase of this turn only.

    Germany National Advantages

    1.  U-Boat Interdiction (revised)
    Determined to undermine the Allies’ supply chain, Germany eventually endorsed a program of shipbuilding. As a result a fleet of U-boats were built in an attempt to starve Britain.
    The U.K and U.S. players are susceptible to supply line interdiction by German submarines. This rule implies that your submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink” IPC’s. On the U.K and U.S. players collect income phase, the player must subtract 2 IPC’s to the bank for each German submarine within 1 sea zone of an industrial complex controlled by respective nation. For each German submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turns conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containing the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).

    2.  Atlantic Wall
    The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain.
    During any amphibious assault against a gray territory, all your infantry defend on a 3 during the first cycle of combat.

    3.  Panzer grenadiers (replace Panzer blitz)
    During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
    Each of your tanks gives one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

    4.  Tiger Tank Battalions
    The massively powerful Tiger tanks were assigned to heavy tank battalions to support other units for special operations, to be deployed en masse for decisive shock action.
    You may build three tank units as Tiger tanks, but only one per turn. A Tiger tank attack and defends on a 4 or less. Each Tiger tank costs 6 IPC’s and may be rebuilt if destroyed. Tigers have a movement capability of 2, but cannot blitz as regular tanks.

    5.  Blitzkrieg (replace Luftwaffe Dive-Bombers)
    German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
    When a fighter attacks along with a tank, their attack increases to 4 respectively. This pairing is on a one-to-one basis. The increased attack ability is for the first cycle of combat only and is cancelled if defending fighters are present.

    6.  Fortress Europe
    By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe.
    Your artillery in gray territories defends on a 3.

    7. German 88’s
    During the first cycle of combat only, on Attack and Defense, your artillery fire in the Conduct Opening Fire phase (instead of the Attacking Units fire and Defending Units fire phases respectively). Casualties are removed immediately.
    -When declared, place 2 free artillery in any Gray territory you control, during the Mobilize Units phase of this turn only.

    8. Panzer blitz
    If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving armor may move 1 territory during non-combat movement.

    9. Afrika Corps
    Place 1 infantry, 1 artillery, and 1 Armor for free in Libya if you control it, during the Mobilize Units phase of this turn only. *1 free infantry is also placed as soon as you declare this NA at the start of your turn that are allowed to be used this turn as regular infantry.

    10. Wolf Packs
    Your submarines attack on a 3 (4 with Super Subs) if there are at least two of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this NA. The submarines may come from different sea zones, but must attack the same sea zone. For Convoy Raids, when there are at least two German submarines in the same sea zone (which didn’t submerge during this turn’s Conduct Combat Phase), and they are within 2 sea zones of the enemy IC, the enemy subtracts an additional 1IPC from their collected income. If the groups of at least two Subs are within one sea zone of the enemy IC, the enemy subtracts an additional 2 ipc from their collected income.
    -When declared, place 1 free SUB in either sea zone 5 or sea zone 14 during the Mobilize Units phase of this turn only. You may place the submarine even if the sea zone is enemy-occupied.
    -Submarines now cost 1IPC less.

    11. Luftwaffe Dive-Bombers
    During the first cycle of combat, if there are no defending fighters present, your fighters hit on a roll of 4 or less. In succeeding cycles of combat, the fighters hit normally. If defending fighters are present, this ability is cancelled. This NA applies to both Land and Naval Combat. Your fighters are still subject to any AA Fire. In addition, your first FTR purchased costs 5IPC less. All other purchased fighters are normal cost.

    United Kingdom National Advantages

    1.  Radar
    Britain’s radar alerted it to the threat of German planes crossing the channel.
    UK owned antiaircraft guns in tan territories hit air units on a roll of 1 or 2.

    2.  Joint Strike
    The most powerful strike in the war was 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 round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and non combat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move; conduct combat, and non-combat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. 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. Weapons developments or national advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

    3.  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 any one adjacent space into one friendly sea zone being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a sea zone being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a non-combat move. If your units survive, they remain in the space to which they were moved.

    4.  Commonwealth Troops (replace Mideast Oil)
    The British Commonwealth Troops served in all theatres in World War II - from Europe to North Africa to South-East Asia.
    During your mobilize new units phase, you may place one of your infantry for free in any tan territory with an income value higher than 1 IPC if you control it. If the territory contains an industrial complex, you can mobilize no more units than the income value of that territory.

    5.  French Resistance
    France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
    Once per game, if the Allies control Western Europe, you may place three of your infantry there for free during the mobilize new units phase of your turn.

    6.  Colonial Garrison
    World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
    You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

    7. The Royal Navy 
    Place 1 free Destroyer off the coast of Eastern Canada, Egypt, South Africa, India, Australia or UK if you own the land territory, during the Mobilize Units Phase of this turn only. You may place the destroyer even if the sea zone is enemy-occupied.
    -Your destroyers cost 1IPC less.

    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. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

    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 make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

    3.  Long Lance Torpedoes (replace Kaiten Torpedoes)
    The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
    Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

    4.  Super 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 (imply shore bombardment) and defend on 5.

    5.  Dug-In Defenses (revised)
    The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
    All your infantry on islands are immune to shore bombardment and defend on a 3.

    6.  Banzai Attacks
    A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
    When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.

    7. Kaiten Torpedoes
    At the start of a sea attack, the Japanese player designates up to two of his submarines as Kaiten.
    -In the first cycle of combat, Kaiten hit in the Opening Fire step of combat (meaning, their casualties cannot hit back) - each Kaiten specifies one specific enemy sea unit which it tries to hit (two Kaiten could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd Kaiten may attempt to destroy the secondary target). Kaiten hit on a 3 in attack and defense (4 in attack with Super Subs). Enemy units cannot hit Kaiten! Instead, they automatically die after the first cycle of combat, whether they have hit or not.
    -Kaiten are still subject to destroyer detection. If detected, must first kill a DD first before getting a chance at the primary target.
    -You are limited to 2 Kaiten per TURN.
    -When declared, place 1 free submarine in either sea zone 60 or 61 during the Mobilize Units phase of this turn only. You may place the submarine even if the sea zone is enemy-occupied.
    -Your submarines cost 1IPC less.

    8. Naval Advantage
    When declared, Japan is given a free 16IPC (i.e. 4 free Minor Tech rolls), which must ALL be used towards developing Minor Tech. IPC’s not spent, or unable to be spent (e.g. Delayed NA) this turn, may be carried over, but must still be used for Minor Tech.

    United States National Advantages

    1.  Lend-Lease Program (replace Island Bases)
    During World War II, the U.S. military began administrating what became known as the “lend-lease program”. In this program, the U.S. gifted its allies with an array of military equipment and munitions, including ships.
    During your mobilize new units phase, you can convert any U.S. units to equivalent U.K. or Soviet units. The conversion can only take place on an allied territory or in a sea zone adjacent to an allied territory containing an industrial complex. Remove the all affected units from play and replace them with the same unit of your ally’s color.

    2.  Chinese Divisions
    The Chinese had three hundred divisions in 1942. President Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them.
    During you’re mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, or Kwangtung. This free unit is in addition to the group of units you just purchased.

    3.  Marines
    “Send in the Marines!” was a popular U.S. rallying cry in World War II.
    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.  Mechanized Infantry
    With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
    Your infantry have a move of 2 and may blitz as tanks do.

    5.  Liberty Ship Program (replace Fast Carriers)
    In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program.
    Your transports now cost 6 IPC’s.

    6.  Super fortresses (revised)
    The B-29 Super fortress carried the biggest standard bomb load of any wartime bomber.
    Your bombers roll one additional die each when conducting a strategic bombing raid.

    7. Pacific Divisions
    Place 1 free INF/TURN during the Mobilize Units Phase in either Sink, Chi, Kwa, Phi, Alsk or Haw if you control it.

    8. Naval Industry
    All Naval units cost one less IP for the entire game.


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    Heres a picture of the map: Note the colors from the printer are not correct. They look exactly like the board.

    http://advancedaxisandallies.com//images/map.PDF

    http://advancedaxisandallies.com//images/map3001.pdf

    http://advancedaxisandallies.com//images/map3002.pdf


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    Pictures of printed map with pieces

    http://advancedaxisandallies.com/page23.html


  • Moderator

    Nice pics Imp… What material do you use for the map?


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    plasitc vinyl in 600 DPI, permenently mounted on 1/8 plastic styreene. This forms a “tile” that you can walk on in your kitchen, it never warps and lasts forever.



  • 😮 So Imp, how accurate is that Panzer in Western Europe?  😄



  • I note that you have some of the pieces you need to play this variant (most notably the mech.inf. miniature and the italian troops).
    Do you have any suggestions as to where these can be obtained?

    Preferably an online store, that also ship to Norway 😄



  • Interesting…Isn’t Larry Harris doing an A&A Advanced?  Maybe some of that can be ported over?

    In any event, I wrote up new rules to incorporate Table Tactics’ units into A&A: Revised.  I’ll dig around, clean 'em up, and post them tomorrow.

    Really nice maps by the way, and your half-tracks look a lot better than the ones I have.  Where’d you get them?


  • Moderator

    yes he is… Right now he is doing AaA Bulge and will release AaA Guadalcanal soon as well… He needs fan suggestions for what you want in AaA Advanced, and you can talk to him about it at: www.harrisgamedesign.com

    GG


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    So Imp, how accurate is that Panzer in Western Europe?

    Not sure what you mean…

    Really nice maps by the way, and your half-tracks look a lot better than the ones I have.  Where’d you get them?

    Thanks… GHQ and C/C… a few are from skytrex as well.


  • 2017 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    FYI this project has been scraped and we are moving forward with a 2 phase “historical edition”  its possible that some of the NA’s will be used and developed by members of our group.


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