National Advantages for A&A Europe Version 1.3

  • National Advantages for A&A Europe
    Version 1.3

    **By B. Andersson, Stockholm 2009

    Method of Deployment*

    •   The Allies will have a total of 6 NAs and Germany will have a total of 6 NAs.

    •   NAs becomes effective during Phase 6: Mobilize New Units of each nation’s respective turn.

    •   During the 1st round, Germany declares (or roll dice) 2 NAs and each allied nation declares (or roll a die) 1 NA. Germany goes first, the Allies as a group goes second.

    •   During the 2nd round, Germany declares (or roll dice) 2 NAs and the Allies as a group declare (or roll a die) 1 NA. The Allies must decide which country that will get the NA.

    •   During the 3rd and 4th round, Germany declares 1 NA and the Allies as a group declare 1 NA. Again the Allies must decide which country that will get the NA.

    Germany National Advantages

    1.  U-Boat Program
    During World War II, 1,162 U-Boats were built, and these U-Boats sank 14,687,231 tons of Allied shipping.
    Your submarines now cost 6 IPC’s. More over you may once per game place one of your submarines in Bay of Biscay, Danish Straits or Baltic Sea for free during the mobilize new units phase of your turn.

    2.  Atlantic Wall
    The Germans fortified the European beaches with massive defensive concrete blockhouses that formed part of the German defensive “Atlantic Wall”.
    All your infantry and artillery defend on a 3 during the first cycle of combat in any amphibious assault against any of the following territories: Norway, Denmark, Germany, Netherlands-Belgium or France.

    3.  Panzergrenadiers
    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 give one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

    4.  Wolf Packs
    Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby.
    Your subs attack on a 3 or less if there is more than one 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. The submarines may come from different sea zones, but they must attack the same sea zone.

    5.  Royal Tigers
    The massively powerful Royal Tiger was virtually impervious to Allied tank guns and capable of dominating the battlefield. A single Royal Tiger tank could halt the advance of a complete armored division.
    Every third tank you have in each combat cycle defends on a 4.

    6.  V2 Rockets
    Guided missiles were one of Germany’s most important scientific achievements during World War II.
    You have one free rocket attack per turn against an industrial complex, fired from one of your antiaircraft guns with a range of 3. Roll one die to determine how many IPC’s the enemy must surrender to the bank.

    7.  Blitzkrieg
    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 your tanks attack along with fighters, their attack increases to 5. This pairing is on a one-to-one basis. The increased attack ability of your tanks is for the first cycle of combat only and is cancelled if defending fighters are present.

    8.  Jet Fighters
    The jet fighter Me 262 gave German pilots a subperb fighting machine for which the Allies had no equal, significantly faster than conventional propeller-driven aircraft. Had it been built earlier, it could have had a major impact on the course of the war.
    Your fighters defends on a 5 in a regular combat and on a 3 in a strategic bombing raid.

    Soviet Union National Advantages

    1.  Partisan Resistance
    When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
    You may end the battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense. These units are locked in combat and can not move out of this territory before the opposing force is destroyed.

    2.  Salvage
    After the battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them.
    If you win a battle against the German player and at least one German tank is destroyed, you may place one free Soviet tank in that territory.

    3.  T-34 Tanks
    Soviet tank development was lead to a medium tank destined to become a war winner. It formed the bulk of Soviet tank strength and was superior to contemporary German tanks.
    Your tanks defend on a 3.

    4.  Red Army Conscription
    The Soviet Unions most valuable asset was its vast manpower reserves, conscription got untrained and many times unequipped infantry to the front lines.
    Once per game you may declare a mass conscription during the purchase units phase of your turn. Your infantry have a reduced cost of 2 IPC’s during this turn only, provided that only infantry are bought.

    5.  Katyusha Rockets
    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 have a first-strike ability at an attack factor of 2. Any casualties are destroyed and removed from play, with no chance to counter-attack. This first-strike ability is for the first cycle of combat only and in succeeding cycles of combat, your artillery hit normally.

    6.  Siberian Reserves
    The Japanese decision to strike America, allowed the Soviets to shift the Siberian reserves westwards against the Wehrmacht.
    Once per game, you may reinforce Siberia if you control it. Roll one die each turn during your mobilize new units phase. On a roll of 3 or less, you place three of your infantry and two of your tanks for free in Siberia.

    United Kingdom National Advantages

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

    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 German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat 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 noncombat 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. 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.  British Commandos
    In World War II the Royal Navy Commandos spearheaded British amphibious assaults in Europe and Asia. These commandos were vital in any major amphibious as well as smaller operations.
    Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.

    4.  Commonwealth Troops
    The British Commonwealth Troops supported the British in the Desert Campaign in North Africa.
    During your mobilize new units phase, you may place one of your infantry for free in any yellow territory (Middle East) if allied controlled. This free unit is in addition to the group of units you just purchased.

    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 any territory in France (France, Vichy France, Eastern France), you may place four of your infantry there for free during the mobilize new units phase of your turn.

    6.  Royal Navy
    The Royal Navy was the largest and most advanced navy in the European Theatre of Operations. As the war progressed the Royal Navy expanded rapidly with large construction programmes.
    Your sea units are now cheaper to build. Battleships cost 20 IPC’s, aircraft carriers cost 14 IPC’s, destroyers cost 10 IPC’s, transports cost 7 IPC’s, and submarines cost 7 IPC’s.

    United States National Advantages

    1.  Lend-Lease Program (replace the Patriotic War rule)
    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 all affected units from play and replace them with the same unit of your allys´ color.

    2.  Long-Range Fighters
    The twin-boomed P-38 long range enabled it to escort bombers deep inside enemy territory.
    Your fighters´ range increases to 6.

    3.  Airborne Rangers
    The Rangers specialized in airborne, light-infantry and direct action operations to lead the way for the army.
    Each of your bombers can act as a transport for one infantry, but it must stop in the first hostile territory it enters, ending its combat movement. Both units must begin their movement in the same territory. The infantry is dropped after any antiaircraft fire is resolved, so if the bomber is hit, the infantry it carries is also destroyed. The bomber may still attack during the conduct combat phase, but it cannot make a strategic bombing run in a turn that it transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat. However no retreat is possible if no land units attacked from an adjacent territory, and bombers cannot be used to move infantry in noncombat movement.

    4.  Mechanized Army
    With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
    Your infantry and artillery have a move of 2 during noncombat move phase. The combat move of your infantry and artillery remains at 1.

    5.  War Economy
    The U.S. mobilized its economy for war on a scale never before seen. Every resource of the country was tapped for the war effort. Rationing, war bonds and Rosie the Riveter became iconic parts of the American culture.
    During your collect income phase, roll one die and collect that many additional IPC’s.

    6.  Superfortresses
    The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
    Your bombers roll two dice each and defend on a 2, when conducting a strategic bombing raid only.

  • Partisan Resistance
    When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
    You may end the battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense. These units are locked in combat and can not move out of this territory before the opposing force is destroyed.

    This last NA would let a minor Russian infantry-corps attack a larger German panzer army, and if some russians survive, they can stay in this territory and lock the panzer-army in combat. There are historical reasons to back this rule up. Since most Russian territories had forests, swamps, mud, dirt-roads only, and a long cold winter, it was easy to bug down the German advance. Russian units would hide in the forest, let the German panzers through, and then close the gap and do ambush-attacks. Also the russian winter would kill more germans than the bullets. Half of the attackers would freeze to death, or be sick from frostbites and cold desies, just like Napoleons Grande Armee 100 years earlyer.

    Do you think this is a better NA than Rasputista?

    With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance.
    Once during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, no combat movement for land units is allowed in any red territory.

  • Do you want to know what Larry Harris, creator of the Axis & Allies game system, think about this chart of National Advantages. Then click on the following link and you will be directed to his website Harris Game Design:

  • Well you are definatly the “Game Master” Keep on doing what you do!

  • Those are some good supplemental advantages there. i have to admit that has me thinking about employing some of those in my next game and thinking up some for AAP as well.

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