From: RSSMITH@ARTSU1.uwaterloo.ca (R Scott Smith)
Subject: A & A House Rules:  New Variant Set

This is a haphazard listing of the house rules we play with.  The rules aren't 
 organized in any particular manner, and not all of the rules are necessary.  
We tried to incorporate rules from other sets of house rules, without adding 
too much complexity (and the list below is the "Not Too Complex" result).

The rules were added gradually, and have not been proofread (thus there may be 
contradictions within.  If you find any, please let me know.)

The rules consist of three parts:  The first part is a list of general rule 
changes.  The second part is a modified Weapon Development table.  The third 
is a set of Optional Player Advantage rules.

AXIS AND ALLIES

Addional Rule Changes v2.2 

By R. Scott Smith and his faithful sidekicks Tim Knapp, Dana Gourley, Dan 
(something or other), Dave Rae, and the "I didn't do it" Dancers.
(With blatant theft from numerous sets of house rules.  Thanks to all who have 
been stolen from. :)


Random Turns:  Following the first Russian turn, all turns are determined 
randomly by drawing player markers from a cup (the Russian marker should be 
removed, and returned for turn 2, as should the American marker if the USA has 
used the "First Strike Advantage"(q.v.))  As each player has his turn, his 
marker is removed from the cup.  When all players have had their turn, the 
chips are returned to the cup.  

Divided Seazones:  Certain seazones have been divided vertically.  The Britain 
seazone, Japan seazone, and the Red Sea zone.  Britain and Japan are no longer 
considered to be islands.

Air Assault of Islands:  Planes may attack islands as if they were part of the 
surrounding seazone.  It does not cost any extra movement to attack the 
island.  An island is defined as any land mass completely surrounded by a 
single seazone.  It still costs a movement point to take off from or land on 
an island.

Directed Research:  Weapons development rolls for technologies that have 
already been developed are cheaper than normal.  For every power that has a 
technology, the cost of a "Tech roll" for that development is reduced by 1 
IPC.  (This rule will result in a rapid spread of technology as it is 
discovered.)
	Espionage, Enemy Code, Industrial Technology, and Advanced Labs may 
not be discovered by Directed Research.

Amphibious Assaults:  Naval bombardment shots from battleships take effect 
immediately (the casualties don't shoot back).  Units that attack from a 
transport may not retreat.  Other land forces can retreat as normal.  Planes 
can retreat at any time individually or all together.  

Retreats:  At the end of any combat round the attacker may declare a retreat. 
 Units may retreat to 1 adjacent friendly territory that was not involved in 
combat (bombing raids excluded).  The attacker announces if he is retreating 
and if not then the defender decides whether or not to retreat.  Ground units 
must always retreat together except when some are air/sea assault and others 
are not.  In those cases the land assault units may retreat and the air/sea 
assault units must stay and fight.  Ships must all retreat together to the 
same sea-zone except subs which may withdraw like normal.  Ships may not 
retreat to any sea-zone from which an enemy ship came.  Planes may retreat 
separately from the other forces.  Attacking planes retreat with the remainder 
of their movement.
	The procedure for Defender retreats is different.  Prior to the 
defence roll, the defender must declare which armies he is reatreating, if 
any.  Retreating armies DO NOT get a defence roll.  They forfeit this roll to 
retreat.  (Note that "casualties" get to defend as usual, as they cannot 
retreat)  Retreating planes that have scrambled can retreat up to half their 
normal movement or they can retreat down to their original territory (either 
carrier or hanger).  Note:  if a fighter on a carrier doesn't scramble and the 
carrier is sunk, the fighter is lost (It is almost always a bad idea not to 
scramble fighters.)

Dogfights:  Any time air units are present in both attacking and defending 
forces a dogfight may ensue.  After shore bombardment and AA gun fire the 
defender must decide which air units to scramble.  An unscrambled plane stays 
in the hanger, defends at 0, may only retreat with the other land units but 
may be a casualty of the ground assault.  A scrambled air unit takes off to do 
battle with the attacking planes.  All fighters involved in a dogfight attack 
and defend at 3 (except Jet Power).  Bombers involved in a dogfight attack and 
defend at 1.  Planes are assigned to the dogfight until one side runs out of 
planes.  The other side may use the remaining planes in the dogfight or as 
ground support.  The dogfight is conducted simultaneously with the ground 
assault.  Units in one may not be taken as casualties of the other.  Aircraft 
carriers have the option of attacking planes involved in a dogfight.  If a 
carrier chooses to dogfight, it attacks and defends normally, but is subject 
to a hit by enemy planes.  A damaged carrier may not participate in a 
dogfight.

Strategic Bombings:  When a territory containing fighters or bombers is 
strategically bombed, the defending power has the option of scrambling his 
defending planes.  These planes must be dispatched in a dogfight before the 
strategic bombing can occur.  If defending planes scramble, the attacker may 
declare that nearby fighers are escorts.  These fighters are involved in the 
dogfight prior to the strategic bombing.  Any fighters doing escort duty may 
not be used for other attacks during that turn.  Strate
gic bombings take place before any other attacks are declared.
  
Order of Combat:  Let's assume an amphibious assault assisted by a land attack 
and paratroops.  First the attacker completes all combat movement.  Next the 
defenders fire any AA guns.  Now defender sets aside a land unit for each 
attacking land unit and paratrooper.  
Next the attacker conducts shore bombardment against the remaining forces, 
casualties are removed.  Now the regular combat round begins.  
	The defender decides which if any planes will scramble.  Any extra 
planes are assigned to the dogfight or as ground support.  Planes in the 
dogfight conduct one round of combat, casualties removed.  If the attacker has 
planes assigned to ground support he must now assign targets to all of them 
then fire, casualties moved behind the line.  Remaining attacking units fire, 
casualties moved behind the line.  If defender has air units doing ground 
support he assigns targets and fires, casualties removed.  Al
l remaining defending units fire, casualties from both sides removed. Note:  
during any combat round only the attacker or the defender, not both, will have 
planes assigned as ground support.
	Now attacker must announce if he is continuing the ground attack or 
retreating.  If attacking the defender must decide whether to stay and fight 
or retreat.  The attacker may retreat planes, the defender may retreat planes. 
 The defender decides to scramble any planes still on the ground, planes are 
matched up for the dogfight.  Extras are assigned to the dogfight or ground 
support.  Dogfight conducted.  Subs for attacker, air support for attacker, 
land attack for attacker, air support for defender, lan
d combat for defender.  Process repeats until combat is concluded.

Winning:  The game is over if the Axis player can capture the Russian and 
British capitols or the American capitol, or attain 84 IPC income (100 if 
Neutral Territories used).  The Allies win if they capture both Axis capitols 
or if the Axis surrenders.  

Straits:  If a side controls both sides of a strait, he may forbid surface 
ships from crossing it (unlike a canal, where submarines cannot cross it 
either). The following are Straits:

Gibraltar - Algeria
W. Europe - Sweden
Turkey (who alone controls the enterence to the Black Sea)

While Neutral, Sweden ALLOWS both sides through the strait (thus the strait is 
freely traversable by surface ships). While Neutral, Turkey FORBIDS both sides 
passage through the strait (thus the power controlling Eastern Europe controls 
entrance to the Black Sea).

Bribed Overflights:  At a cost of $3 (per province) a player may bribe a 
neutral province to overlook air-units overflights. The bribe would allow 
violation of the Neutral airspace by as many air units as desired during one 
(nation's) turn. This action does not cause the Neutral to become occupied or 
to become less Neutral.

Capturing A Capital:  When a capital is captured, the attacker is awarded the 
cash of the defender.  A player whose capital is captured continues to collect 
income (from his other provinces) PROVIDED he still retains an Production 
Complex.  However, his income collected at this temporary capitol (which must 
be declared) is only half normal.  Units may be produced as normal.  If this 
temporary capital is lost, the player's IPCs must be turned over to the 
conquering player.  If the player still retains an Industrial Complex, it 
becomes his new temporary capital.  Note:  friendly armies occupying territory 
of a capitol-less power may collect income from those territories.  However, 
they must cease to do this when a viable capital or temporary-capital appears. 
 Thus allies may NEVER produce on a friendly production centre.

Transports:  A Transport must do all its pick-ups (in a given turn) at the 
same place.  A Transport may only do one amphibious assault per turn, but if 
may drop off armies in more than one location during the non-combat movement 
(provided it has not participated in the combat phase.)  Amphibious  landing 
units may not retreat from battle, other units with them (such as air units) 
may retreat, leaving the marines to fight on their own.

Placing Naval Units in Enemy-Occupied Sea Zones:  With this new rules 
variation, you may place new naval units in *enemy-occupied* sea zones 
adjacent to industrial complexes you have owned since the beginning of your 
turn.  It is up to your enemy to either retreat from the sea zone or attack 
your ships.  This changes the game a fair amount, although no side can claim 
an unfair advantage.  In the normal rules, placing your ships in enemy zones 
in effect constitutes a naval blockade and shutdown of enemy shipyards.  The 
optional rule neutralizes this tactic, and allows full use of all shipbuilding 
potential. 

Port Guns:  Anti-aircraft weapons stationed at territories containing 
production centres may fire on aircraft attacking adjacent naval vessels.

Air Missions:  Air units may fly over occupied land or sea territories to 
attack other targets.  They are not subject to attacks by units stationed in 
those territories, but are subject to AA fire.

Submarine Units:  When attacking, submarine units choose what units are 
destroyed on successful hits.  The defender does not choose which targets are 
destroyed unless he has Super Sub development.
	Furthermore, submarine units are not always visible from the air.  Air 
units that have been committed to attack submarines have a 3 in 6 chance of 
detecting the submarine.  This increases by 1 for every additional attacking 
air unit above 1 (thus 4 planes will automatically detect submarines).  If the 
sub is not detected, the plane[s] cannot attack and their combat round is 
wasted.
	In addition, submarines may move through occupied sea zones without 
engaging enemy ships.  The chance of hostile ships detecting a submarine is 
the same as for planes (3 in 6 if one vessel, 4 in 6 if two vessels), and if 
detected, the invading submarine must either engage the vessels or retreat to 
his original sea-zone.

Damaged Units:  Battleships and aircraft carriers, unlike all other units, are 
not destroyed if successfully hit in combat.  They are relegated to damaged 
status.  Damaged battleships and carriers have a movement of 1 unit.  Damaged 
battleships attack and defend at 2, rather than 4, and may not shore bombard 
during amphibious assaults.  Damaged carriers have no attack capability and 
defend at 1.  They may not carry any fighters.  If a damaged unit is stationed 
adjacent to a friendly industrial complex, the owner of the complex may repair 
the unit during his turn.  Battleships cost 10 IPCs to repair, and carriers 
cost 7 IPCs to repair.  Repairs must be declared at the beginning of the turn, 
and the units to be repaired are removed from the board.  During the new unit 
placement stage, the repaired units are returned to the board.
	(An alternative rule assumes that aircraft carriers attack and defend 
by means of an intrinsic fighter squadron.  Thus damaged carriers have reduced 
attack/defense capability, but still move at 2 and may still carry fighters.  
HOWEVER, any attack by a sub sinks the carrier outright.)                     
                                                                              
Initial Conditions:
Soviets:  The Soviets may not attack during their first turn of play.  They 
may perform non-combat moves and purchases as normal.

Axis:  As their populations are enthusiastic about the war, Germany and Japan 
get a bonus of $8 and $4, respectively, in the begining and the end of the 
first turn. Afterward, "when the body-bags arrive home, and people realize 
that war is hell", no more bonus.

NEUTRAL TERRITORIES

	The neutral countries now have an IPC value and an indigenous force.  
They may be attacked by any player at any time in which case the indigenous 
force defends against the attack.  If the attack succeeds, the territory falls 
under the control of the attacker.  If the attack fails the country remains 
neutral, defended by the surviving force.  If a player controls a country 
adjacent to a neutral he may take it over using Economic conquest.  Britain is 
considered adjacent to Eire for this purpose, as are territories across from 
canals or straits (q.v.)  To do this he pays the IPC value of the country and 
declares the attempt.  He then does all of his other builds. Now he rolls 1 
die.  If he rolls a 1 or a 2 the country and its force falls under his 
immediate control and he can use them that turn.  He may move other of his 
land forces into that territory during non-combat movement.  Planes may also 
land in neutral countries on the turn they are taken over by Economic Conquest 
but not ones taken by combat.      
	If an enemy player also controls a territory adjacent to the neutral 
he can attempt to interfere with the roll.  He does this by also paying the 
IPC value and declaring his intent.  This can be done any time before the dice 
are rolled.  Only 1 enemy player may interfere at a time.  Now if a 6 is 
rolled the country goes to the enemy player instead.  No player may fly planes 
over a country while it is neutral or else it falls under control of the 
nearest enemy player.
 
	Country       IPC Value         Indigenous Force
	Mongolia        1               1 Infantry
	Afghanistan     1               1 Infantry
	Turkey          3               2 Infantry, 1 Tank
	Saudi Arabia    1               1 Infantry
	Mozambique      1               1 Infantry
	Angola          1               1 Infantry
	Rio de Oro      1               1 Infantry
	Spain           4               3 Infantry, 1 Tank
	Switzerland     3               2 Infantry, 1 Fighter
	Sweden          3               2 Infantry, 1 Transport
	Eire            1               1 Infantry
	Venezuela/Col.  3               2 Infantry, 1 Tank
	Peru            2               2 Infantry
	Argentina/Chile 3               2 Infantry, 1 Transport      

Note:  Transports should be placed in sea-zones not containing enemy ships if 
possible.  If this is not possible the transports are placed anyway (they were 
there all along but were neutral and so not important).  Thus any amphibious 
assault on a neutral must eliminate the transport first.  
If a transport must be placed in a sea zone with an enemy ship it must stay 
and fight or withdraw only 1 space during combat movement.  If this withdraw 
causes it to enter another enemy sea zone it must fight there.

Weapons Developments:

Roll 1 die and consult the table below.  If more than one technology is 
available, the player may choose.  (e.g., if the player rolls a 5, he may 
choose between Heavy Bombers, Jet Power, or Long-Range Air)

1.      Enemy Code or Espionage.
2.      Elite Forces
3.      Radar/Sonar or Rockets
4.      Super Subs, Heavy Ships, or Long-Range Ships
5.      Heavy Bombers, Jet Power, or Long-Range Air
6.      Improved Labs, Improved Agri, or Industrial Technology

Development Descriptions:
1.  Enemy Code:  The player has cracked the code of 1 enemy UK:Ger, US:Jap, 
Rus:Ger or Jap, Ger:UK or Rus, Jap: US or Rus.  Once in a game round when the 
enemies control marker is drawn you may send it back into the cup.  Rus, Ger, 
and Jap should place the control marker of the opponent whose code they 
cracked under their marker on the tech chart.  Only used if optional "random 
turns" rule is in effect.
2.  Espionage:  You have established a spy network that may try to steal tech 
from any one player (even allies) once per turn.  May not steal Enemy Code, 
Industrial Tech, Espionage, Improved Agri, or Elite Forces.  Roll 1d6  
	1: Agents killed, may not steal tech from that player again for the 
	rest of the game!  Place his control marker under yours on the tech 
	chart to show this.  (If ally, only 50% chance of network being 
	eliminated.) 
	2-4: Attempt failed.
	5: Random tech stolen, network discovered.  May not steal tech  from 
	that player for the rest of the game.  (If ally, only 50% chance of 
	network being eliminated.)
	6: Random technology stolen.
3.  Radar/Sonar:  May equip AA guns with radar.  AA guns hit on a 1 or 2.  
Radar equiping costs 5 IPCs per gun.  Also, player's ships are no longer 
surprised by submarines.  Submarines may not "sneak" through occupied 
territory, and planes automatically discover subs.
4.  Elite Forces:  Choose one of the following:                               
                                                  
	Mechanized Infantry - Infantry may move 2 sections if accompanied by 
one armor unit per infantry unit moved.  This only applies to infantry and 
tanks starting their movement from the same territory.  Mechanized infantry 
attack at 2 for the first round of combat.
	Super Armor - Armor units attack at 4 for the first round of any 
combat turn, and defend at 3 for the first round of a defending combat turn.  
On the second and succeeding combat rounds the armor units attack at the usual 
3, and defend at the usual 2.
	Paratroopers - If a bomber and an Infantry unit start the turn on the 
same territory the bomber can carry it and drop it off as either a combat or 
non-combat move.  Any AA guns get to fire before the unit is dropped.  Bombers 
involved in a parachute drop can do no other actions 
that turn.  Only 1 infantry unit (2 or 3 for Heavy Bombers) may be transported 
this way per bomber in a turn.  Paratroopers get a +1 on their attack for the 
entire combat but cannot retreat.  After the combat their stats return to 
normal.
	Marines - Infantry on amphibious assaults attack at 2 for the duration 
of the assault.
	Kamikaze (Japan only) - Japanese fighters have a special attack mode 
against naval units.  Japanese fighters may attack without a viable landing 
option, thus having an effective attacking range of 4.  However, they only get 
one round of attack, with a special attack of 4.  Further, the attacker 
determines which enemy units are destroyed in the combat.  At the end of this 
first round of combat, all kamikaze fighters are destroyed.  The "kamikaze" 
attack must be declared at the beginning of combat.  In ad
dition, all Japanese fighters may be purchased at a cost of 10, rather than 
12.
5.  Super Subs:  All subs attack at 3, may move three, and may choose their 
target when defending.
6.  Heavy Bombers:  All bomber attacks roll 2 dice.  Subsequent Heavy bomber 
development increases this to 3 dice.
7.  Jet Power:  Fighters defend at 5 vs. land units.  Attack at 4 during 
dogfights.
8.  Rockets:  AA guns to be upgraded to fire rockets.  This gun has the 
ability to perform Rocket shots on enemy industrial complexes within a range 
of 3 units.  Rocket attacks do economic damage, equal to 1-6 IPCs per rocket 
attack.  Anti-aircraft guns may be upgraded at a cost of 5 IPCs.  More than 
one upgraded Anti-aircraft gun may perform Rocket shots in any given turn.
9.  Heavy Ships:  Your Transports now carry 3 infs (or 1 inf+ 1 tank). Your 
Carriers now carry 3 fighters or 1 bomber.
10.  Improved Labs:  You get a free research attempt every turn
11.  Long Range Ships:  Your surface ships now move 3.
12.  Improved Agri:  All provinces worth $3 or more controlled at the start of 
your turn (i.e., newly acquired territory is not eligible) will produce $1 
extra. (Does not count toward economic victory).
13.  Industrial Technology:  The cost of purchased units is reduced by 20%, 
rounding up.  Thus, Infantry cost 3, Armor cost 4, transports and subs cost 7, 
fighters cost 10, bombers cost 12, carriers cost 15, and battleships cost 20 
IPCs.  The cost of repairing units also decreases.  Battleship repairs cost 8, 
while carrier repairs cost 6 IPCs.
14.  Long Range Aircraft:  Your fighters now move 6; your bombers 8.          
                                                                              
Optional Player Advantages

To add a bit more variety to the game, each power gains an advantage at the 
beginning of the game.

This advantage is determined randomly.

U.S.S.R. Advantages  (Soviet Advantages assume that the USSR may not attack on 
the first turn.  Advantages should be modified if this rule is not used.)

1.      Motherland Advantage - When defending original Soviet territory, the 
Soviets gain an additional defence die rolls.  This defensive roll hits on a 
2, and is in addition to all other defensive rolls.  The number of additional 
die rolls is dependent on the number of Soviet (not Allied) units defending 
the territory.  One additional roll is provided for every five defenders, 
rounding up.  Note:  this also applies to unoccupied Soviet territories.  For 
example, a lone Japanese armor unit attempts to blitz through the Soviet Far 
East to attack Yakut S.S.R.  In this case, the Soviet Far East gains a 
defensive roll of 2, and if successful, the invading armor unit is destroyed 
(and thus cannot proceed to Yakut S.S.R), and the Soviet Far East is still 
Soviet territory.  The Motherland Advantage only applies to original 
territory, or reconquered original territory.
2.      Non-purged Infantry Advantage - Soviets gain 5 additional infantry 
units at the start of the game, which may be placed on either production 
centre.
3.      Non-purged Armor Advantage - Soviets gain 3 additional armor units at 
the start of the game, which may be placed on either production centre.
4.      Espionage Advantage - Soviets start the game with the Espionage 
weapons development.
5.      Economic Support Advantage - The Americans may transport up to 5 IPCs 
per turn to the Russians.  This support must be sent on a transport from an 
American industrial complex, and may be destroyed by enemy attack during 
transit.  The transport may be American, or Soviet, but must be "loaded" 
during the American turn.  This transport may not carry military units if 
carrying support equipment.  The support may be gained at the start of the 
Soviet turn, provided the transport is adjacent to a Soviet industrial 
complex.  At the beginning of the game, the Americans may grant the U.S.S.R. 5 
IPCs (assumed to have been transported prior to the start of the game) which 
may be utilized on the first Soviet turn.
6.      Far Eastern Advantage - The Soviets start the game with one additional 
infantry on Kazakh, Novosibirsk, Evenki Nat'l Okrug, and Yakut S.S.R.

Germany Advantages

1.      Super Sub Advantage - Germans start the game with the Super Sub 
weapons technology.  Germany also has the option to purchase one additional 
submarine at the start of the game, which may be stationed with any existing 
German naval unit. 
2.      Armor Advantage - Germany gains the Super Armor Elite Forces 
development. 
3.      Naval Advantage - Germany gains 1 battleship.  Germany also has the 
option of purchasing, prior to the start of the game, an additional submarine, 
which may be stationed in Germany, Southern Europe, or Western Europe.  This 
purchased submarine may be utilized immediately, and need not be placed at the 
end of the German turn.
4.      Mechanized Infantry Advantage - Germany gains the Mechanized Infantry 
Elite Forces development.
5.      Advanced Labs Advantage - Germany gains the Advanced Labs development.
6.      Allied Neutral Advantage - Germany begins the game with an allied 
neutral country.  The additional neutral is either Sweden, Switzerland, Spain, 
or Turkey.  Germany must pay the IPC value of that country to gain the 
alliance, but gains the immediate use of that territory's armies.  The allied 
country should be chosen randomly.

United Kingdom Advantages

1.      Production Advantage - United Kingdom starts the game with a 
production centre on any U.K. territory.  This is a limited production centre, 
with a maximum production per turn equal to the IPC value of the located 
territory.
2.      Jet Power Advantage - United Kingdom starts the game with Jet Power 
weapons technology.
3.      Naval Production Advantage - All naval units produced from the United 
Kingdom cost 20% less.  This advantage is cumulative with Industrial 
Technology development, if it is acquired.  The United Kingdom also has the 
option of purchasing, prior to the start of the game, an additional naval 
unit, which may be stationed in any sea zone occupied by a British naval unit. 
 This purchased unit may be utilized immediately, and need not be placed at 
the end of the U.K. turn.
4.      Air Production Advantage - All air units produced from the United 
Kingdom cost 20% less.  This advantage is cumulative with Industrial 
Technology development, if it is acquired.  The United Kingdom also has the 
option of purchasing, prior to the start of the game, an additional air unit, 
which must be stationed in the United Kindom.  This purchased unit may be 
utilized immediately, and need not be placed at the end of the U.K. turn.
5.      Paratroopers - The U.K. starts the game with the Paratroopers Elite 
Forces development.
6.      Dominion Advantage - British start with two additional infantry and an 
additional submarine, which must be placed on the Dominion territories 
(Canada, Australia, India, Egypt, or South Africa) and the adjacent sea zones.

Japan Advantages

1.      Production Advantage - Japan starts the game with a production centre 
on any Japanese territory on mainland Asia.  This is a limited production 
centre, with a maximum production of 3 units per turn.
2.      Motherland Advantage - When defending original Japanese territory, the 
Japanese gain an additional defence die roll.  This defensive roll hits on a 
2, and is in addition to all other defensive rolls.  The number of additional 
die rolls is dependent on the number of Japanese (not German) units defending 
the territory.  One additional roll is provided for every five defenders, 
rounding up.  Note:  this also applies to unoccupied Japanese territories.  
For example, a lone Soviet armor unit attempts 
to blitz through the Manchuria to attack Kwangtung.  In this case, Manchuria 
gains a defensive roll of 2, and if successful, the invading armor unit is 
destroyed (and thus cannot proceed to Kwangtung), and Manchuria is still 
Japanese territory.  The Motherland Advantage only applies to original 
territory, or reconquered original territory.
3.      Infantry Advantage - Japan starts with two additional infantry units 
on each Japanese territory on mainland Asia.
4.      Kamikaze Advantage - Japan starts the game with the Kamikaze Elite 
Forces development.
5.      Long Range Aircraft Advantage - Japan starts the game with the 
Long-Range aircraft weapon development.
6.      Naval Production Advantage - All naval units produced from Japan cost 
20% less.  This advantage is cumulative with Industrial Technology 
development, if it is acquired.  Japan also has the option of purchasing, 
prior to the start of the game, an additional naval unit, which may be 
stationed in any sea zone already occupied by a Japanese naval unit.  This 
purchased unit may be utilized immediately, and need not be placed at the end 
of the Japan's turn.

United States Advantages

1.      Industrial Advantage - United States starts the game with Industrial 
Technology development.
2.      Allied Bomber Advantage - United States starts the game with a bomber 
stationed in the United Kingdom.
3.      Hawaiian Fighter Advantage - United States starts the game with a 
second fighter on the carrier stationed at Hawaii.
4.      First Strike Advantage - Americans may go first, prior to the Soviets 
for the cost of 30 IPCs.  Turn sequence continues normally beyond that.
5.      Marines - Americans start the game with the Marines Elite Forces 
development.
6.      Chinese Advantage - One additional infantry on China and Sianking.  
The Americans may also station (prior to the start of the game) an existing 
American fighter in China or Sianking.