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New Air Rules (developed by Jinx1527 & myself)



  • Alright, so I’m going to acknowledge here that I may be over-doing it with posting this thread here (again, I suppose).  I simply want to bring this to more attention, because its been discussed in other threads (such as here https://www.axisandallies.org/forums/index.php?topic=41879.0 and here https://www.axisandallies.org/forums/index.php?topic=40647.0).  I’m only trying to consolidate the discussion on the technical aspects of these mechanics (for interested parties, hopefully).  I do care about this project enough to warrant peer review.  Baron Munchhaussen, you did ask me about it in the past, I apologize for never getting back to you about your inquiries.  I’ll make an effort to be more diligent this time around, hence this thread.

    It’s not an easy read, but its purpose is to maximize clarity.  There’s always room for improvement of course, in more than one aspect.  Please do not be deterred; it holds good promise and intuitive play.  There’s a Word document included with this post with colour coding.  I think it’s a little easier to disseminate the information with it.  Here’s the wall of text in the next post.


    Legend:
    Maroon: designates units that are attacking.
    Red: used to objectify the player that is controlling the attacking units.
    Navy Blue: designates units that are defending.
    Blue: used to objectify the player that is controlling the defending units.
    Green: used for the Turn phase.  The phases are Production & Research, Combat Movement, Combat, Non-Combat, Resolution and Collect Income.  Only relevant phases are partially described here for this document.
    Orange: used to differentiate the subsequent turn rounds from the over-arching turn phases.
    Teal: designates units, facilities and tactical abilities that are only usable after research has been completed.
    Brown: used to signify the interception tactic.
    Purple: used to signify the chase/pursuit tactic.

    Turn Order.doc



  • Turn Order

    Production and Research Phase:

    • (production is as explained in the GW36 rule manual).

    • (research is as explained on the National Reference Sheet).


    Combat Movement Phase:

    • 1. Air Combat Movement Rounds:

      • 1.1 Flying to the destination:

        • 1.1.1 The attacker declares which territories or sea zones the aircraft is/are going through.

        • 1.1.2 Defending Combat Air Patrol fighters in sea zones may intercept at 1D12@3 once each, or @4 once each with Jet technology.  Attacking/escorting fighters may roll 1D12@3 once each, or @4 once each with Jet fighters, and all bomber aircraft types roll 1D12@2 once each versus defending aircraft units.  Casualties are removed immediately and combat ceases after one round.

        • 1.1.2 Defending fighters on airbases and/or aircraft carriers (both with the RADAR technology) may scramble to intercept and roll 1D12@3 once each or @4 once each with Jet fighters. Attacking/escorting fighters may roll 1D12@3 once each, or @4 once each with Jet fighters, and all attacking bomber aircraft types roll 1D12@2 once each versus defending aircraft units.  Casualties are removed immediately and combat ceases after one interception round.

        • 1.1.3 Defending anti-aircraft guns may fire once (1D12@3 once each, or @4 once each with RADAR technology) at aircraft units flying over the territory.  Attacking/escorting fighters and all attacking bomber aircraft types may not fire back.  Casualties are removed immediately and combat ceases after one round.

        • 1.2 Arriving at the destination:

          • 1.2.1 Defending anti-aircraft guns may fire once (3D12@3 once each, or @4 once each with RADAR technology) pre-emptively at attacking aircraft units arriving at the territory. Attacking/escorting fighters and all attacking bomber types may not fire back when pre-emptive shots are made.  Casualties are removed immediately.  Defending anti-aircraft guns that fire at this point do not fire at all on the first Full Combat Round that proceeds this Combat Movement Round.

          • 1.2.2 Defending fighters and tactical bombers may scramble from territories containing air bases and/or aircraft carriers with the RADAR technology to adjacent territories or sea zones.

          • 2. Land Combat Movement:

            • 2.1 (As explained in the National Reference Sheet).

              • Should I cover our blitzkrieg rules?  They’re in the reference sheets I think: better than original rules.  I mention this because this also involves aircraft.

              Combat Phase:

              • 3. Full Combat Rounds:

                • 3.1 (a) Air Combat round (meant for engaging military units):

                  • 3.1.1 Attacking fighters roll 1D12@6 once each or 1D12@8 with Jet fighters once each versus defending aircraft units.  The defender assigns casualties for defending aircraft.

                  • 3.1.2 Defending fighters roll 1D12@6 once each or 1D12@8 with Jet fighters once each versus attacking aircraft units.  The attacker assigns casualties for attacking aircraft.

                  • 3.1.3 Attacking bomber aircraft that have been assigned as casualties roll 1D12@2 once each versus defending fighters (never other bomber aircraft).

                  • 3.1.4 Defending bomber aircraft that have been assigned as casualties roll 1D12@2 once each versus attacking fighters (never other bomber aircraft).

                  • 3.1.5 All aircraft casualties at this point are removed.

                  • 3.1.6 The attacker may also chose to retreat a portion of or all aircraft (refer to the Retreat section for more information).  The defending fighters may chase if conditions are met (refer to the Chase/routing section for more information).

                  • 3.1.7 The defender may also chose to retreat a portion of or all aircraft.  Refer to the Retreat section for more information.  The attacking fighters may chase if conditions are met (refer to the Chase/routing section for more information).

                  • 3.1.8 If the Full Combat Round has finished, all attacking aircraft units may proceed to land in the Non-Combat Phase, and retreating/scrambled defending aircraft units may land in the Non-Combat Phase if they’re able to.

                  • 3.1 (b) Strategic Bombing Combat Rounds (meant for devastation to industry and base utility):

                    • 3.1.1 Interception:

                      • Defending fighters on airbases in the targeted territory, adjacent territories containing airbases and/or on aircraft carriers (with the RADAR technology) in sea zones adjacent to the target territory may scramble to intercept at 1D12@3 once each or @4 once each with Jet technology. Attacking/escorting fighters may roll 1D12@3 once each, or @4 once each with Jet technology, and all attacking bomber aircraft types roll 1D12@2 once each.  Casualties are removed immediately after and combat ceases after one round.

                      • Defending facilities may fire once (D12@3 or @4 with RADAR technology at each attacking bomber aircraft targeting the facility).  Casualties are removed immediately after and combat ceases after one round.

                      • 3.1.2 Strategic Bombing:

                        • Attacking tactical bombers roll 1D6 to determine the number of damage on a targeted facility.

                        • Attacking naval bombers roll 1D6 to determine the number of damage on a targeted facility.

                        • Attacking heavy bombers roll 2D6 to determine the number of damage on a targeted facility.

                        • Attacking strategic bombers roll 3D6 to determine the number of damage on a targeted facility.

                        • 3.1.3 The Strategic Bombing mission/s end/s and all aircraft participating in the strategic bombing round/s proceed to land in the Non-Combat phase.

                          • 3.2 Land and/or Naval Combat round:

                            • 3.2.1 Attacking aircraft units that have not rolled any combat dice in the Air Combat round may fire in the Land/Naval combat round:

                              • Attacking tactical bombers roll 1D12@7 once each versus defending land units OR 1D12@4 once each versus defending naval units.

                              • Attacking naval bombers roll 1D12@4 once each versus defending land units OR 1D12@6 once each versus defending naval units.

                              • Attacking heavy bombers roll 3D12@2 once each versus defending land units OR 3D12@1 once each versus defending naval units.

                              • Attacking strategic bombers roll 5D12@2 once each versus defending land units OR 5D12@1 once each versus defending naval units.

                              • Attacking fighters roll 1D12@2 once each versus defending land units OR defending naval units.

                              • 3.2.2 Attacking anti-aircraft guns roll 1D12@3 (1D12@4 with RADAR technology) versus defending aircraft or 1D12@2 (1D12@3 with RADAR technology) versus defending aircraft that have retreated in the Air Combat round.

                                • Any hits scored on defending aircraft units by attacking anti-aircraft guns are not considered pre-emptive while attacking on any combat round.

                                • Defending anti-aircraft guns may not be assigned as casualties before other land units if there are no attacking aircraft units present in the battle (the exception is the German Flak 88 if it is used as artillery, not AA).

                                • 3.2.3 Attacking land units (excluding anti-aircraft guns) may engage defending air units:

                                  • at the value of 1D12@2 instead of engaging defending land units during a combat round at a ratio of 2 land units per 1 air unit when defending land units are present.

                                  • that are stationed in the contested territory at the value of 1D12@2 for only one combat round if there are no defending land units in the combat round.  Combat ceases after one combat round and the attacker may take the territory if there are attacking land units that have survived combat.  The defending aircraft units must then retreat as described under the applicable section under the Retreating mechanics.

                                  • that have scrambled from an adjacent territory’s air base at the value of 1D12@2 (no ratio) for an unlimited amount of combat rounds if there are no defending land units.

                                  • at the value of 1D12@1 vs defending aircraft units that have retreated in the Air Combat round instead of engaging defending land units during a combat round at a ratio of 2 land units per 1 air unit when defending land units are present.

                                  • at the value of 1D12@1 vs defending aircraft units that have retreated in the Air Combat round with no ratio for an unlimited amount of combat rounds if there are no defending land units.

                                  • 3.2.4 Defending aircraft units that have not rolled any combat dice in the Air Combat round may fire in the Land/Naval combat round.

                                    • Defending tactical bombers roll 1D12@7 once each versus attacking land units OR 1D12@4 once each versus attacking naval units.

                                    • Defending naval bombers roll 1D12@4 once each versus attacking land units OR 1D12@6 once each versus attacking naval units.

                                    • Defending heavy bombers roll 3D12@2 once each versus attacking land units OR 3D12@1 once each versus attacking naval units.

                                    • Defending strategic bombers roll 5D12@2 once each versus attacking land units OR 5D12@1 once each versus attacking naval units.

                                    • Defending fighters roll 1D12@2 once each versus attacking land units OR attacking naval units.

                                    • 3.2.5 Defending anti-aircraft guns roll 1D12@3 or 1D12@4 with RADAR technology versus attacking aircraft starting on the second Combat Round.

                                      • Any hits scored on attacking aircraft units by defending anti-aircraft guns on the second combat round and combat rounds thereafter are not considered pre-emptive.

                                      • Attacking anti-aircraft guns may not be assigned as casualties before other land units if there are no defending aircraft present in the battle (the exception is the German Flak 88 if it is used as artillery, not AA).

                                      • 3.2.6 Defending land units (excluding anti-aircraft guns) may engage attacking air units:

                                        • at the value of 1D12@2 instead of engaging attacking land units during a combat round at a ratio of 2 land units per 1 air unit when attacking land units are present.

                                        • at the value of 1D12@3 if there are no attacking land units and only attacking aircraft units in the combat round (no ratio).

                                        • at the value of 1D12@1 vs attacking aircraft units that have retreated in the Air Combat round instead of attacking land units during a combat round at a ratio of 2 land units per 1 air unit when attacking land units are present.

                                        • at the value of 1D12@1 vs attacking aircraft units that have retreated in the Air Combat round with no ratio for an unlimited amount of combat rounds if there are no attacking land units.

                                        • 3.2.7 Attacking and defending units that are assigned as casualties are removed from the board.

                                        • Note: Land units that are taken as casualties are still considered present before the end of the round (part 3.2.7).

                                        • Note: Submarines are considered to be revealed to all units if they fire (roll) on a combat round, therefore making submarines able to suffer casualties from any air or naval unit.  I figured this had to be written down because of past experiences of lacking clarification.


                                        Non-Combat Phase

                                        • Aircraft that are landing are subject to section 1.1 of the Air Combat Movement Rounds under the Combat Movement Phase.
                                        • (The remainder of the Non-Combat Phase is as explained in the GW36 manual.)

                                        Resolution Phase

                                        • (The resolution phase is as explained in the GW36 rule manual.)

                                        Collect Income Phase

                                        • (collect income phase is as explained in the GW36 rule manual)


  • I’ve had to split up the post due to character limit.


    Mechanics section

    • Retreating mechanics (for aircraft):

      • Attacking fighters, jet fighters, tactical bombers and naval bombers may chose to retreat up the amount of movement they have left after the combat round.  A sea zone must contain a friendly aircraft carrier capable of being in the sea zone that has available space if the aircraft unit is landing in a sea zone.  Aircraft carriers may provide a landing area by moving into the sea zone in the Non-Combat Phase, when planes land.  Long Range Aircraft technology permits retreating up to a maximum 4 territories/sea zones away (5 from an airbase) for attacking fighters, jet fighters, and tactical bombers, and 5 away (6 from an airbase) for naval bombers.

      • Attacking heavy and strategic bombers may chose to retreat up the amount of movement they have left after the combat round.  Long Range Aircraft technology permits retreating up to 7 territories/sea zones (8 from an airbase) away for attacking heavy and strategic bombers.

      • Defending fighters, jet fighters and tactical bombers may chose to retreat up to 2 territories, or two sea zones, or a combination of a territory and a sea zone away (or 3 from an airbase).  A sea zone must contain a friendly aircraft carrier that has available space if the aircraft unit is landing in a sea zone. Aircraft carriers may provide a landing area by moving into the sea zone in the Non-Combat Phase, when planes land. Long Range Aircraft technology permits retreating up to 3 territories/sea zones away (remains at 3 from an airbase) for defending fighters, jet fighters, tactical bombers and naval bombers. If there are no friendly territories or friendly aircraft carriers available for landing, the aircraft is/are destroyed.

      • Defending heavy and strategic bombers may chose to retreat up to 3 territories, or two sea zones, or a combination of a territory and a sea zone away (or 4 from an airbase).  Long Range Aircraft technology permits retreating up to 4 territories/sea zones (remains at 4 from an airbase) away for defending heavy and strategic bombers.

      • Chasing (or routing, or whatever name, I don’t know…) mechanics:

        • If all attacking aircraft units retreat, defending fighters or jet fighters may choose to chase all attacking aircraft by using mechanics similar to interception; 1D12@3, or 1D12@4 for jet fighters only once each.  Remove all assigned casualties from the board after one chasing round.

          • Retreating fighters and jet fighters forfeit combat rolls.

          • Retreating bomber aircraft that have been assigned as casualties as a result of chasing may roll 1D12@2 once each versus chasing fighters and/or jet fighters.

          • If all defending aircraft units retreat, attacking fighters or jet fighters may choose to chase all attacking aircraft by using mechanics similar to interception; 1D12@3, or 1D12@4 for jet fighters only once each.  Remove all assigned casualties from the board after one chasing round.

            • Retreating fighters and jet fighters forfeit combat rolls.

            • Retreating bomber aircraft that have been assigned as casualties as a result of chasing may roll 1D12@2 once each versus chasing fighters and/or jet fighters.

            • If only a portion of the attacking or defending aircraft units have retreated and fighters remain on both sides, chasing may not occur.



  • Thanks for sharing!
    Contains a lot of well thought out concepts. I like it.

    Re blitzing: The stuff on the ref. sheet is very similar to the OOB rules?

    “Blitz: Units may make an additional Combat Move if the initial attack lasted for three rounds or less and units have sufficient movement. Fighters/Tactical Bombers with sufficient movement can also Blitz with the Blitzing Army Forces. Units cannot Blitz into/out of Mountain Terrain or across a Mountain Border.”



  • Yeah, that sounds about right.


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