From: Brice Yokem Subject: Re: A&A Axis and Allies Experimental Rules By Brice Yokem 1. New set-up rules. 2. New Weapons Development Chart. 3. New units. 4. New combat rules. 5. Miscellaneous rules. New set-up rules This doesn't affect the actual positioning of units, as much as the capabilities of the nations in the game. Russia - Make Russian infantry 1/1 infantry, attacking and defending with a 1, but only costing 2 IPC's to build. If Russia gets Industrial Production, do not change the cost, but all Russian infantry converts to normal, i.e. defending with a 2. Germany - Start Germany with Rockets. Add one Paratroop in Germany. Britain - Britain gets a Home Guard. These are essentially two Partisan units which start in Britain with friendly forces. If Britain is captured, that player is not driven out of the game, but may continue to prosecute the war using remaining resources, also, two Partisan units per turn arise automatically in occupied Britain at no cost. The British player must designate a new area as a secondary capital, no units may be built anywhere until a factory is purchased and placed somewhere, unless one already exists. Japan - Start Japan out with Super Submarines. United States - The US player can make one Weapons development dice roll per turn without paying the 5 IPC cost. A '6' means success. Weapons Development Chart For each successful weapons development roll, roll two dice and add them together, then consult this chart. 2 - Atomic Power 3 - Industrial Production 4 - Rail Movement 5 - Improved Sonar 6 - Long Range Aircraft 7 - Rockets 8 - Super Submarines 9 - Improved Radar 10- Jet Fighters 11- Heavy Bombers 12- 5th Column Atomic Power. The player with Atomic Power can build one A-Bomb per turn for 10 IPC's. The bomb must be delivered to its target by Rocket Attack or by Bomber. If AA shoot down the bomber, the A-Bomb attack fails. A-Bombs may target enemy units or Industrial Production capacity. The player conducting a successful attack first rolls three dice. If the target is enemy units, that many are removed from the target area. If the target area does not have enough units, then the owner chooses units in adjoining areas to be lost. Note that the A-Bomb does not affect sea areas, including units carried by Naval vessels such as Carriers and Transports. Also note that only adjoining areas may be affected, not those two areas away. If the A-Bomb is targeting production capacity, then the target area has its production capacity destroyed by an amount equal to the sum of the three dice. The excess is taken from adjoining areas (defenders choice). The values of these areas are changed to reflect this loss, and recover from it at the rate of 1 IPC per turn. So the loss is semi-permanent. The owner of the areas chooses which areas recover at the 1 IPC rate. Recovery is taken at the end of the owners turn which occupy the damaged areas. This means if more than one faction (including areas re-captured) occupy damaged areas, it can speed recovery. Note that the A-Bomb has no freinds, it can affect freindly areas as well. Units or production capacity is taken from the owner of the target area, then those of his allies, then the allies of the A-Bomb owner, then the A-Bomb owner. Industrial Production. This is the same as in the rules, except for the case of Russia, which has been discussed. Rail Movement. This enhances non-combat movement. Land units may move up to three land areas per turn, these areas must have been friendly at the beginning of the players turn, and the units moved may not have attacked on the turn employing rail movement. Improved Sonar. After a battle is over, the winning side's surviving naval vessels get to make one last roll against enemy submarines which have submerged to withdraw from combat. Long Range Aircraft. This is the same as the regular rule. Add two to the movement capability of fighters and bombers. Rockets. A special counter is created at an industrial complex, representing a rocket launcher, it may then fire at an enemy industrial complex up to three areas away, rolling one dice to indicate how many IPC's that player sacrifices. It has a movement factor of 1 and may only move non-combat, but may fire and be moved in the same turn. If captured or destroyed (sunk transport) a new rocket launcher will appear in an industrial complex at the beginning of the owning players next turn, and the old one goes away. This counter cannot be taken as a loss due to combat. Super Submarines. Increase the attack and defence capabilities to 3. Improved Radar. Add one to the attack rolls by anti-aircraft guns. Add one to the attack and defense capabilities of naval vessels for the first round only, including submarines. Transports do not get to roll an attack, and Destroyers anti-sub capability is not improved. Jet Fighters. Add one to both the attack and defense capability of fighters. Heavy Bombers. Bombers get three attack dice, and may make a Carpet Bombing attack. 5th Column. The player traces a Supply Line to an enemy area from an industrial complex, and rolls one dice, this is the amount of damage to the IPC capability of that area (excess is taken from adjoining areas, defenders choice). Then roll another dice, this is the number of turns it remains in effect. New Units. Destroyer - Cost 12 Move 3 Attack 2 (3 vs sub) Defense 2 (3 vs sub) One enemy submarine loses its first shot attack for every destroyer in a fleet. If any 3's are rolled, these may be applied against submarines only, in the target fleet. Destroyers may engage in shore bombardment much like battleships, but still attack with a '2' not a '4'. Fortification - Cost 2 times the value of the area it is in Move 0. Defending units get one defensive roll of the dice before combat starts. Fortifications are destroyed when occupied by enemy ground units. Enemy units destroyed by the free defensive roll do not take part in the subsequent combat. Partisans - cost 4 Move 0 Attack 1 Defense 1 May be deployed and used in the same turn. Partisans may co-operate with an invading force, adding it's attack capabilities, and may be taken as a casualty. There are limitations to placement of Partisans depending upon which faction is creating them. Partisans are never forced to attack just because enemy units share occupancy of a territory with them, but they may be forced to defend. Each partisan in an enemy controlled territory reduces the IPC value of that territory by 1 ( no negative values) until cleared. Partisans cannot be carpet bombed. Paratroops - Cost 5 Move 1 (or by Bomber) Attack 2 Defense 3 Paratroops can be transported by Bomber at a rate of 1 per Bomber (3 for Heavy Bombers). The Bomber may not attack in the same turn it transports Paratroops, and if shot down while carrying Paratroops, the Paratroops are lost. Instead of moving, a Bomber moves to an area (or starts there) where the paratroop is, and moves it to another area. If this drop off area is enemy controlled, it is done during combat movement, if not, then it is done during non-combat movement. These units can attack alone, or co-ordinate attacks with other units of the same nationality. New Combat Rules. Aircraft retreats - When aircraft is with a defensive force, they may sacrifice their defensive die roll and move to a friendly area within the movement range of the fighter, providing they were not one of the casualties in that combat round. Defensive air cover - When a strategic bombing raid occurs or a carpet bombing attack, any fighters in the area may make one defensive die roll to destroy attacking aircraft before the bombing raid occurs. Fighters employed in such a manner may not be used to defend in normal combat that turn. Bomber escort - Fighters may be used to escort bombers on a strategic bombing raid or carpet bombing attack. Fighters flying defensive air cover may be attacked by the fighter escort, and the aircraft in the escort can be the first targets for any successful defensive die rolls, possibly leaving the bombers free to conduct strategic bombing. Carpet bombing - Heavy bombers may pass over an area containing enemy units (after undergoing AA attacks) and roll one die, one time, during a combat phase. A four or less destroys an enemy unit. AA Attacks may shoot down the Bomber before it makes it's attack but other defending units don't get to roll. The Bomber may attack sea areas in this manner. Submarine Withdrawal - This is really not a new rule, but a version of the original NOVA rule. Instead of moving to an adjacent area when a Submarine withdraws from combat, it may 'submerge' after one round of combat and no long take part in the battle (exception - see Improved Sonar) even though it remains in the area. It may do this whether it is part of a defensive or offensive force. Anti-Aircraft - A player may have more than one AA gun in an area, rolling one dice for each. A '1' shoots down an enemy plane. Do not roll separately for different types of aircraft, and roll one dice only for each AA gun. A transport may carry an AA gun out to sea, and use it against enemy aircraft defensively. Blitzkreig - Surviving tank units may continue to move after attacking if they have only used up one of their movement factor of 2. They may then move to safety in a rear area, or attack further into enemy territory. The combinations this allows may be varied, co-ordinating with amphibious infantry attacks, unused air units adding their support to the attack, or supporting units moving in from another territory. Shore Bombardment - Drop the requirement that this must be co-ordinated with an amphibious landing. Miscellaneous Rules Lend lease - Before building units, a faction may transfer IPC's to the supply of a friendly faction by a quantity of one IPC for each ten IPC's the lender has in stock, providing a Supply Line exists between the capitals of each faction. Round fractions up, thus 21 IPC's may lend 3 IPC's. Supply Lines - In order to build Partisans, collect IPC's, or use the Lend-Lease rules, the player must be able to trace a Supply Line of contiguous friendly territories and/or sea areas. Interdiction - Supply lines can be interdicted by enemy units. Neutral or enemy territories cannot have supply lines traced through them. Enemy occupied sea zones have special rules for interdiction. Whenever a player wants to trace a supply line through an enemy occupied sea zone, that player must pay IPC's equal to the attack strength of the enemy units occupying that zone. Once this is paid, the zone is considered nullified for supply purposes for the rest of that players turn. Note that submerged submarines still count as occupying a sea area, even if friendly units also are in the area. Partisans - Partisans can be created in certain areas depending on which faction is creating them. In all cases the areas the Partisans are created in must be able to trace a supply line to the capital of the player creating them. The capitals the players start the game with may never have enemy partisans except Russia. Each faction has slightly different limitations for partisan creation. Russia - Any area in Europe and Asia except French Indo-china/Burma, India, Persia, and Syria/Iraq. This player can only create partisans in areas adjacent to areas the player controls. Germany - Finland/Norway, Eastern Europe, Ukraine and any area Russia starts the game with, the German player must control territory adjacent to these areas. Algeria, Libya, Anglo-Egyptian Sudan, Syria/Iraq, and Persia, partisans may be created here according to the supply line rules. Britain/USA - Both players have the same rules for partisan creation. May create partisans in any area on the board except for Syria/Iraq, Persia, Afghanistan, and all areas of Africa outside of South Africa. Japan - Manchuria, Kwangtung, and French Indo-China/Burma may have pro- Japanese partisans created according to the Supply line rules.