@Imperious:
3 years latter?
Needed a little time to mull things over.
Axis and Allies Revised: Anniversary Extension
–-Overview—
These rules add Axis and Allies Anniversary Edition rules into Axis and Allies Revised.
—Nations—
There are 6 player controlled powers. Japan, Germany, and Italy make up the Axis. Russia, UK, and USA make up the Allies.
Turn order is Japan, Russia, Germany, UK, Italy, USA.
Italy controls Southern Europe, Balkans, and Libya. Replace these units with Italian units. This gives Italy 10 IPC. Sea units
in SZ 14 are Italian. It is recommended to use the A&A Pacific Red Japanese forces to represent the Italians.
—China—
Chinese forces gain 1 infantry in the place units phase for every 2 IPC of Chinese Territory they own. They may not leave Chinese
territories.
Manchuria, Kwangtung, China, and Sinkiang are considered Chinese territories. Replace the US infantry in China with 3 Chinese
infantry in China and 3 in Sinkiang
—Map Changes—
West Russia, Belorussia, and the Ukraine SSR are considered Russian territories.
SZ 14 does not connect to SZ 16.
Gibralter also connects to SZ12.
—Strategic Bombing—
Every strategic bombing “hit” reduces the unit production capacity of that industrial complex by 1. Once the damage to an
industrial complex equals the value of the territory it is in, that industrial complex can no longer produce units. (i.e. if an
industrial complex in Germany is bombed for 6 damage, it can only produce 4 units a turn until repaired). Damage to industrial
complexes can be repaired for 1 IPC per damage point.
The maximum number of damage points an IC can sustain is twice the IPC value of the territory it’s in. The number of damage
points inflicted on the IC is subtracted from its production capacity.
—Technologies—
Use AA50 tech system.
—National Objectives—
Germany
Soviet Union
Japan
UK
Italy
submarines do not count] = 5 IPCs.
US
*Allied control of Western Europe = 5 IPCs
*Allied control of Phillippine Islands=5 IPCs
*Allied control of West US+Central US+East US= 5 IPCs
Allied control of at least 3 of the following territories: Midway, Wake Island, Hawaiian Islands and/or Solomon Islands= 5 IPCs.
–-Victory Cities—
Australia, Hawaii, Caucasus, Eastern Europe, Manchuria, and Okinawa all count as victory cities. This places 9 in each “Theater”.
Standard victory is 13 Victory Cities. This requires the capture of 4 enemy victory cities. If players wish to play a longer or
shorter game, adjustments can be made.
—New Unit Values—
Submarine
New Ability: Cannot be shot by planes if there is no opposing destroyer present
Cost: 6
A= 2
D=1
Transport:
New Ability: Does not participate in battle. If alone with enemy warships in the conduct combat phase (before or immediately
after), they are destroyed.
Cost: 7
A=0
D=0
Destroyer (Amphibious Assault at 2)
Cost: 12
A=3
D=3
Aircraft Carrier:
Cost: 14
A=1
D=2
Battleship:
Cost: 20
A=4
D=4
Bombers
Cost: 12
A=4
D=1
AA Guns
New Ability: Only fire at planes attacking their own territory.
Cost: 5
Optional:
If one desires to play with cruisers, implement them in the following way:
Cruiser (Amphibious Assault)
Cost: 12
A=3
D=3
Destroyer (Negates special abilities of enemy submarines)
Cost: 8
A=2
D=2
Anniversary Extension
I think this sounds like a surgery.