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Axis and Allies Pacific House Rules for A&A Pacific - September 2001 - VICTORY: Japanese Military Victory Japan wins if it controls the Western USA for one complete turn or if it controls New South Wales and India for one complete turn. Japanese Economic / Moral Victory Japan scores 1 VP for every 10 IPC’s gained at the end of each turn starting at 20. 20=1, 30=2, 39=2, etc. NEW UNITS: SPECIAL RULES: Corrected AH setup Initial setup is incorrect. Pearl Harbor Strike Option Japan has the option to use this rule. Allows for the historically based sneak attack. PRODUCTION: MOVEMENT: AIR: NAVAL:

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  • House Rules Pacific
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  • Axis and Allies Pacific House Rules for A&A Pacific - September 2001 - VICTORY: Japanese Military Victory Japan wins if it controls the Western USA for one complete turn or if it controls New South Wales and India for one complete turn. Japanese Economic / Moral Victory Japan scores 1 VP for every 10 IPC’s gained at the end of each turn starting at 20. 20=1, 30=2, 39=2, etc. NEW UNITS: SPECIAL RULES: Corrected AH setup Initial setup is incorrect. Pearl Harbor Strike Option Japan has the option to use this rule. Allows for the historically based sneak attack. PRODUCTION: MOVEMENT: AIR: NAVAL:
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  • Axis and Allies Pacific House Rules for A&A Pacific - September 2001 - VICTORY: Japanese Military Victory Japan wins if it controls the Western USA for one complete turn or if it controls New South Wales and India for one complete turn. Japanese Economic / Moral Victory Japan scores 1 VP for every 10 IPC’s gained at the end of each turn starting at 20. 20=1, 30=2, 39=2, etc. NEW UNITS: Fortifications Represent large scale defensive measures. Cost 4, Defend 3. Do not attack or move. Fortifications boost infantry defense ratings from 2 to 3 at a 1:1 ratio. Fortifications are placed directly in the area desired. The number built in an area during a turn may not exceed the areas IPC value. An area w/o an IPC value may only build one per turn. A player may not construct a fortification on a space owned by an ally. A fortification may only be built in an area that was friendly to the player at the beginning of the turn. SPECIAL RULES: Capital Capture While still major setback, the loss of a capital is not as severe. Capture of a capital causes that country to lose 25% of money to bank and 25% of money to opposing player. Player may continue to play normally. Manchuria Must be garrisoned by the Japanese to deter possible Soviet offensive. Japan must garrison Manchuria with 3 infantry at all times. These 3 infantry may not attack outside of Manchuria. If the garrison is reduced to below 3 infantry, Japan must bring at least 3 combat units into Manchuria to perform garrison duty. Corrected AH setup Initial setup is incorrect. * Remove one transport from SZ 37. * Remove the fighter from the Marianna Islands * Move 2 infantry from French Indo-China to Hainan. * Move sub from SZ 20 to SZ 22 * Amended Japanese setup Prevents Japan from attacking U.S. CV’s on the first turn. * Move remainder of Japanese units from SZ 20 to SZ 22 Pearl Harbor Strike Option Japan has the option to use this rule. Allows for the historically based sneak attack. Japanese fighters attack the fleet at Pearl and the fighters in Hawaii. Move Jap fighters from SZ 22 to SZ 9. Destroy 1 Japanese fighter. Destroy all U.S. ships from SZ 9 and the fighter from the island. Jap fighters have 2 movement points remaining at the beginning of non-combat movement. PRODUCTION: Hawaiian Production The U.S. player may only place a maximum of 2 units a turn in Hawaii. U.S. Factory Construction Deleted MOVEMENT: Rail Movement The Japanese and U.K. players may move up to 2 units per turn through any friendly connected areas. Blitzkrieg Tanks which expend only one movement point during combat movement are not required to end their turn in the newly conquered area if at least one attacking unit remains in the conquered area. Eligible tanks may return to there original starting area. If the attack is successful, at least one attacking ground unit must stay in the newly conquered area. Units may not retreat during the battle; they may only retreat after the battle. Airfields Air units may land in newly captured territories. Ports Allow non-combat moves between friendly ports of 4 spaces. AIR: Strategic Bombing Factories located at a nation’s capital are extremely vulnerable. Bombers may roll 2 dice when attacking any factory except the Hawaiian and Chinese factory. Follow A&AE procedures. Dogfights The number of fighters brought into battle assumes greater importance. In battles where both sides have air units present, all air units participate in a one round air battle. AA fire is simultaneous with dogfights. Although attacking and defending bombers may not roll dice, they are vulnerable and may be hit. After the dogfight, proceed with at least one round of combat but skip the AA roll. (dogfights are n/a for strategic bombing raids) NAVAL: Battleships Now a worthwhile investment. BB’s roll two dice in combat, only if the opposing player has surface ships in the battle. Destroyers Allow aircraft to hit subs. Aircraft must have 1:1 ratio with DD’s to hit subs in combat. DD’s cancel a subs first-shot attack at a 1:1 ratio. -Submarines May avoid battle Subs may try to submerge before combat by rolling a 1 or 2. Submerged subs do not control the sea area. Subs may not hit opposing subs. Ports Allow naval units in a Naval Base to avoid naval combat. Units in port are safe from attack by enemy naval units. Units in port cannot defend their territory or adjacent sea from attack. Units in port are placed partially on land and partially in the sea zone where they are in port. Movement into port is a non-combat move. Enemy air units may still attack naval units in port. Any defending air units in an area under port attack must commit to defending the units in port or the land area if it too is under attack. AA guns also defend naval units in ports. If an area is captured which had naval units in port, the naval units are destroyed along with any air units who were also defending the port. Convoy Centers Forces both players to defend convoy areas. Convoy Centers may be raided by naval and air units with an attack rating. Raiding units must end their movement in a Convoy Center. Roll 1 die per raider. The # rolled is the # of IC’s lost by the owning player (not to exceed the total value of the convoy). Determine income lost at the end of combat. When raiding an enemy occupied Convoy Center, determine convoy losses if all enemy units have been destroyed or submerged. Defending subs do not prevent raiding if the only attackers are subs. Amphibious Operations DD’s and BB’s provide amphibious support shots with ground units at a 1:1 ratio. If enemy naval units are blocking an amphibious invasion, the attacker may designate some naval units to attack the blocking units. The remaining friendly naval units may support the invasion. If the blocking enemy naval units are not removed, the invasion forces are returned to their starting locations.
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