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AXIS & ALLIES – Europe rule changes & additions [On other files, there are map, set-up, turn sequence & victory condition, alterations ]. SECOND DRAFT. There is a separate Axis Minor player, which moves on the “German” player’s turn. It includes Italy, Hungary, Rumania, Finland, Bulgaria & controls the Greece, Tripoli areas & Libya was an original owned, starting area as well. The general factory build limit is # of units = twice the area value. START All units fire simultaneously now & attacking AA guns can hit defending aircraft ( as per rule 1. above ). SPECIAL rules The Soviet Union.

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  • AAE-Paul Regulski
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  • AXIS & ALLIES – Europe rule changes & additions [On other files, there are map, set-up, turn sequence & victory condition, alterations ]. SECOND DRAFT. There is a separate Axis Minor player, which moves on the “German” player’s turn. It includes Italy, Hungary, Rumania, Finland, Bulgaria & controls the Greece, Tripoli areas & Libya was an original owned, starting area as well. The general factory build limit is # of units = twice the area value. START All units fire simultaneously now & attacking AA guns can hit defending aircraft ( as per rule 1. above ). SPECIAL rules The Soviet Union.
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  • AXIS & ALLIES – Europe rule changes & additions [On other files, there are map, set-up, turn sequence & victory condition, alterations ]. SECOND DRAFT. There is a separate Axis Minor player, which moves on the “German” player’s turn. It includes Italy, Hungary, Rumania, Finland, Bulgaria & controls the Greece, Tripoli areas & Libya was an original owned, starting area as well. PRODUCTION – The new axis- minor player can build, per turn, a maximum of one Bulgarian Infantry ( factory not required ); two Hungarian ground ( only ) units per turn. At the Romanian factory only Infantry / Artillery / submarine can be built. All are EW pieces. ( EW = “early war “ which means they “ fight “ with their combat values ( cv ) at –1 from regular pieces ). New Italian army & aircraft units are all EW pieces. Naval units are regular. 1 Finnish Infantry ( regular ) can be built in the Helsinki area. The cost of all these pieces is the same. The general factory build limit is # of units = twice the area value. START At the start of a player’s turn all its submarines are “uprighted“ ( if they had been “submerged “ during a previous turn ) and repairs to damaged ships can be done, providing they are in or adjacent to a friendly port area >> Destroyers cost d3 + 1pp and CV’s cost d3 + 2 to repair. A damaged BB costs d3 + 3 to repair per hit. A transport costs d3 + 1 ( 2pp for the landing craft, if damaged ). Production Cycle All Infantry & Artillery / AA / Armour take 1 turn to produce i.e. appear at the end of the current turn, as normally. Aircraft / Transports / Landing Craft / Destroyers / Submarines take 2 turns to produce >>. At the start of each turn you pay half the cost of the unit & it is placed 1 turn ahead on the time track. If you decide not to pay the 2nd instalment on the next turn then the unit is pushed along one space on the time track. New BB’s & CV’s take three turns to produce ( pay 1/3 the price per turn, etc.) New coastal Forts * can be built in any area held at the start of the turn. 1 per area. However if the area is “ overseas “ i.e. there is no direct land route to it; Then it takes 2 turns to fully build it. On the 1st turn the fort costs 2pp & has ½ defence. At the end of the 2nd turn, pay 1pp & it is fully functional. Note – UK naval units have to be pre-designated as coming from the UK or from Canada. New Soviet navy units ( if any ) also have to be set as coming from the Baltic or the Black sea. Place on the appropriate space on the Turn Track. * New unit types – Coastal Fort. Costs 3. Has a defence of 4 from amphibious assault. On the 1st combat round can target invading transports on a roll of 1. ( CF’s have only 2 defence from land attack ). Cannot move once placed. But during the last phase of any turn, existing CF’s may be converted to EW Infantry on a 2 to 1 basis, where they stand. Landing Craft – represented by adding a marker to a transport unit that has just been produced or is currently in Port. These cost an additional 6 pp. They enable transported Infantry to be more effective in coastal attacks & allow armour / artillery to be used also. { Ordinary transports can still move any friendly units by sea, but may only use Infantry in an amphibious attack and at –1 cv for the entire combat }. Paratroops – Cost 4, attack 3 ( 1st round only ) then on 2, defend on 3. Each country can have only two in play, at any time. The UK, US and Italy may only build them through research… SUPPLY rule check >> Before combat moves, all defending & attacking ground & air units must quickly check supply (( Coastal Forts / Militia / Naval units & transported units need not )). Units are in supply if they can trace a route to a friendly factory through any friendly areas or an empty sea area. A supply route trace thro’ an enemy sea area is possible if that sea area only contains opposing submarines or transports ( i.e. not combat surface ships ). Units that are out of supply are –1 cv for that combat. And may not attack except to re-gain a supply route. [ exceptions : a). Axis Minor countries need only trace to their home country. b). German units in Norway may not trace thro’ Finland ( there was no connected rail network to there ) COMBAT Moves Land combat sequence 1. Defending AA guns fire first, every round. Each AA can fire on 3 aircraft. Each air unit can only be fired on once. Roll separately for fighter and bomber hits. Spare AA can fire as weak “artillery “ ( attack 1, defend 2 ).{ German AA are attack 2, defend 3 } 2. The defender has the option to put Half his artillery / spare AA guns as AT’s. They hit on –1cv only. The attackers armour will hit any AT units first if they wish ]. All units fire simultaneously now & attacking AA guns can hit defending aircraft ( as per rule 1. above ). Fighters on both sides can target from combat round one. Fighters that get a target hit can choose which piece gets hit ( except if they pick an air unit, the owner can choose a fighter before a bomber…). Target Rolls are any hits on 4+ for certain units only. 3. From the 2nd combat round. ( i ) “ Armour breakthrough “ Tanks from either side have the targeting ability ( to pick off opposing tanks / artillery / AA guns – see above. ( ii ) Air reaction At the start of the 2nd round the defender can move in, from adjacent areas only, any un-pinned fighters, to fight in the combat. The attacker may not. (iii) Retreat The defender may announce a retreat before the start of the 2nd combat round [ he may not also reinforce with fighters / armour at the same time ]. The attacker may declare a pursuit round. Combat is fought as usual except that all the defenders are at –1 cv { note that this may mean they have a reduced or lost targeting ability }and the attacking infantry & artillery ( only ) are at –1 cv also. All surviving retreated units go back one area ( this may not be an area that has yet to resolve combat unless it is the only option ) & may not take part in any further combat in that area ( but can still be hit if all the original defenders in that area are eliminated..). 4. The Maximum combat rounds that can be fought is four ( after which the attacker must withdraw ). But this maximum will be reduced in rough or wetland terrain ( -1 ) and on Winter turns ( -1 ). During Summer turns there are only 3 rounds in North Africa or the Middle Eastern areas. 5. Other effects of Terrain areas Rough – All armour units are –1 cv. Defend Artillery & Infantry are + 1cv. Wetlands or Forest – All armor is –2 cv. All air have their cv halved. Attacking Infantry are –1 cv. Built up Cities – Still 4 rounds of combat. All Defend Infantry can take 2 hits ( a single reduced Infantry unit must take the next Infantry hit ) 6. Other Weather combat effects > Winter > All Air units are –1 cv. Amphibious assaults are not allowed in Winter time from the Atlantic or the Baltic sea regions. Spring turns > Have three effects in Eastern European areas ** (only)…. …. They are: (i) There are only 3 rounds of combat. (ii) Only half of each unit type ( round up ) can fight in combat. Round up for the defender, but round down for the attacker (iii) All armour moves 1 area. * * ( current definition is : the countries of Finland / Poland / Yugoslavia / Bulgaria and all areas east of that !! ). 7. Winter 1941 in Eastern Europe. All Axis units ( except the Finns ) have the following penalties >>> All their armour moves 1 area. There are only 2 basic attack rounds for the Axis. Their air units are – 2 cv; Infantry & Artillery are –1 cv on attack. Armour is –2 cv on attack. These are penalties are in addition to terrain. 8. During an amphibious assault. Attacking BB’s may “shore bombard “ just before combat rounds 1 and 2. Attacking Destroyers, only before round 1. All hits are “ half “ hits. A single damaged defender is placed on its side & has cv -1. It can still be used to absorb 1 hit in the following 1st combat round. The attacker cannot use artillery & Armour unless a Landing craft + transport is being used. The landing craft is assumed to be carrying any one piece if it is hit in combat. Ordinary transports can use only their carried Infantry in an assault ( and at –1 cv ). Transports can carry any 2 pieces ( but not bombers ! ). Defending coastal forts hit on 4, and can do a target hit, on a invading transport or landing craft piece on rounds 1 & 2 only. 9. Combat Values ( using d10 dice !! ) Infantry - attack 2, defence 3, cost 3 * Artillery – “ 3, “ 3, cost 4 ( also adds 1 to matching Infantry attack ) * Armour - “ 4, “ 5, cost 5 ( German armour is 5 and 6 values, but costs 6 pp ) * Fighters - “ 4, “ 5, cost 10 * Bombers “ 6 “ 3, cost 12 ( note : bombers higher defence ) * Coastal Forts 0, “ 4 vs amphibious assault ( only 2 defence vs a land attack ), cost 3. Armour – 2nd attacks Attacking armour that has moved only 1 area into combat can, after a successful attack, move into a 2nd enemy territory & may be able to conduct 1 or 2 combat rounds there. This 2nd attack starts two rounds after the end of the 1st attack. i.e. If the first combat ended on round 1, then the 2nd attack starts on round 3. Note that there are only 4 ( simultaneous ) combat rounds and this is reduced in Winter and / or due to terrain in some map areas. So in some cases a 2nd attack is not possible. Attacking air units can accompany armour IF they have enough move points remaining ( see restrictions - Movement Phase ) STRATEGIC actions for Bombers (i) Bombing Factories sequence 1. Fighter combat between long- range fighters accompanying the Bombers** & defending fighters that are in the target area. { Attacker –2 cv Defender(s) -1 cv } * * These must start in the Bomber(s) area & have a range of 3. And there may be only one such fighter per player turn at first. [ later this maybe be improved by a successful R & D roll – see below for that section of the rules ]. Each U.S. Bomber has a defence of 1. Whilst a pair of UK / Axis / Soviet bombers have a defence of 1. 2. AA fire vs Bombers. Each AA gun can target up to 3 Bombers. They hit on a 1. 3. Surviving Bombers do d6 minus 1 cash damage. There is a maximum limit of pp damage = to twice the value of the Factory area. (ii) Bombing Rail targets – The sequence is the same. But half the points of damage (round up ) = the amount of extra Rail points the defender must expend in order to move a unit through that particular area attacked by the bombers. i.e. if a bomber rolls 6, this = 5 damage, which = + 3 rail cost to move each unit into / through that area for that turn. The damage is always repaired by the end of the owners next turn. (iii) Air drop of Supplies! - An allied bomber ( only ) may conduct a drop of supplies to an existing Partisan unit in a particular area. Follow the sequence above. The d6 -1 points that get dropped enable partisans to be more effective in combat. Each point allows one partisan unit to have its combat value increased by 1 ( only ) for 1 combat round. [ you will require markers to record this on the map ]. See also the rules for Partisan generation below. (iv) Paratroop Drop – One air- drop can be done per nation per turn, using one bomber in the same area as the 1 Paratroop ( P ). Both may move a maximum of 2 areas to the drop area ( which cannot be a city ). In the drop area, combat is followed as normal. And if the bomber is shot down, the P has a combat value of 1 for the remainder of the combat. If the P captures the area, check if a land link to other friendly ground units can be traced from the area. If not then the Paratroop is eliminated & the area reverts back to the defender’s control. { exception > A lone P can control a small island area by itself e.g. Malta, Crete etc }. (v) Port attack ! Bombers and fighters can do a raid on enemy ships in “Port “ for 1 combat round, using normal combat factors ( Bombers use their defence cv against ships ). The defender can use any AA guns & fighters in the area to defend, as well as the ships. Any ship that is sunk, with the minimum number of hits, makes a single “ save “ d6 roll >> on 3 –6 it has “ bottomed “ and can be repaired at the start of a turn. Excess hits on a ship in Port sink it completely ! Allied air units attacking German submarines in Port subtract 2 from their combat factor ( to represent “ pens” ). The British & Germans ( only ) may do Night Bombing of targets / or supply drops. The following is altered >> There can be no fighter escort. Defending fighters have –3 from cv ( unless night fighter research ). The bombers have no defence roll. Bomb damage or drops = d6 – 2 points, or the combat value of Bombers is –1 in an attack. on a Port. NAVAL battles. 1. Note that during combat movement, Submarines & Transports cannot block movement of opposing ships that wish to pass through the area. But unsubmerged subs ( only ) get a free, one defend shot at the “ passing “ ships. 2. Carrier raids - CV’s may move 1 area & then launch fighter(s). After their combat the fighter must return to the CV, which can then move 1 area in the movement phase i.e. the CV can split move like its fighters. Sequence of combat A). Conduct submarine search roll vs. any defending submarines. Roll a single d10. On 6 + you find the sub(s). Modifications >> Winter –1; Destroyer + 2 ; Other surface ship –1 ( use the best modifier and Winter if applicable ). B). Attackers air strike > Phase i). Air combat between attacking air & any carrier based defending fighters *; Attack -2 from cv, Defend –1 from cv [ * plus any land -based fighters arriving on round 2, but these defend with – 2 cv ]. > Phase ii). Surviving attackers now attack surface ships and detected subs. Bombers always use their defence cv against naval units ( to represent their relative inaccuracy ) Fire is simultaneous, but ships defend at ½ cv, round up. Note attacking air can choose ( announce before they roll dice ) to ignore subs & transports, so that all their hits have to be applied to enemy surface ships. C). All submarines with no opposing enemy destroyers may now do a “1st strike”. Attacking submarines have a combat value of 4 & may do a target hit. D). All other vessels & defending aircraft, now shoot at other naval vessels. BB’s may roll 2 dice each if they shoot only at surface ships and not submarines. Subs shootin’ at subs, attack on a 2 & defend on 1 only. All “gunnery” hits have to be taken on non-transports first. Damaged BB’s ½ cv. E). Defending submarines may now “ submerge “ & avoid future combat rounds. F). The second round is identical except any remaining submarines are automatically detected. And the defender may have any “air reaction “ – fighters coming in from adjacent areas ( see above Combat 3. (ii) ) G). At the start of the 3rd combat round the defender may declare a retreat with his surface ships to an adjacent area free from the phasing players surface ships ( and any of his “air reaction “ fighters return to their start area ). The attacker may pursue, with 1 air strike ( only ) if and only if, they have sufficient spare move points to enter the new area of the retreating ships and still be able to return to “ base “. ShipValues ( d10 ) >> Destroyer > attack 5, defend 5, cost 10. * BB > attack 6 defend 6, cost 21 ( only 3 when damaged & move of 1 ) * CV ( attack 2, defend 3 ) cost 18 { UK CV’s cost 15, & can carry only 1 EW fighter } * Submarine > attack 4 , defend 3, cost 8 * Transport - attack 0, defend 2, cost 8. Landing Craft – no combat values. Cost 6. Only used with a transport. Can absorb one hit. CONVOY attacks ( use a different procedure from naval battles ) The attacker must decide on one of the 2 options below, for each of the attacking unit types. Each type of unit must choose the same option. Option A – Priority to attacking merchant vessels. The sequence is >> (i) Each attacker rolls d6 -1 damage against the convoy box ( but d6-2 for air units ) This = cash removal ( like strategic bombing against factories ). (ii) Then there is one round of combat between all the attackers that use this option & the defender’s escort. Both sides use half their normal cv(.r.up) Option B – Priority to attacking the Escorts ( if any ). The sequence is >> (i) One round of combat between these attackers & the escort, using full cv. (ii) Then surviving attackers do convoy damage = d6 -2 ( d6-3, if air units ). Note : these options are concurrent. So the defending escorts may be in combat twice against different attacking options. The Arctic convoy to Russia. For this convoy box there are extra seasonal rules. During Winter no aircraft attacks against this convoy are allowed. During Summer turns all submarines are -1 from their cv and from any Convoy damage, but any attacking aircraft units do not have the extra -1 penalty to Convoy damage. MOVEMENT Phase a) Fighter units may land in a just captured area, if they started the combat phase adjacent to it and have at least one remaining movement point adjacent. Bombers may not. b) If all their movement is done in this phase ( i.e. no combat ) then aircraft units have + 2 move points providing they move thro’ friendly land areas only. c) All naval units move 3 areas ( damaged ships only 2 ). They may move thro’ sea areas containing enemy transports and or submerged subs with no effect. They may move through areas containing “ active “ enemy subs., but are subject to a free shot against them ( = a one shot defence roll ). d) Naval units may move into any friendly coastal land areas. This represents the presence of defensible Ports. Once in Port, a naval unit can only be attacked by enemy air units. exceptions : - Sicily, Sardinia, and all one-area islands, and all coastal areas of North Africa & the Middle East. These areas cannot provide safe havens for ships and so Naval units are not allowed to be moved into those land areas. e) A limited number of ground units can move strategically by rail movement thro’ areas held since the beginning of the turn. Each country has a number of rail points, to govern rail moves : - Germany – 10 **, Soviet Union – 12, UK in the middle east – 4, Italy in Europe - 4. It costs 2 rail points to move an Infantry or Artillery unit. Armour costs 3 to move & a Soviet factory costs 4 rail points. ** Germany can use only 8 of these within ( previously captured ) Soviet Union areas in 1941. Place units The number of units that can be placed in an area is limited to 2 x the value of the Factory area. Naval units can be placed either in-land or the adjacent sea zone. Captured factories allow the placement of one EW Infantry ( only ) per area value. Spain, Portugal, Ireland. These countries may be attacked. Their defence forces are listed on the set-up chart. Sweden & Turkey may not be attacked & remain neutral. Collect cash - Note that captured areas are worth only Half their value ( but the full value to their original owner, if they regain it later on ). SPECIAL rules The Soviet Union. 1.Army reservists On their 1st turn only the Soviet rolls any 10 dice. Even rolls = place 1 EW Infantry per friendly area immediately. Odd rolls = Add 1 free EW Infantry to their builds for that turn. 2. Siberian Reserves On turn 2 they can be released & moved by rail from Siberia. 3. The Artic Soviet convoy becomes active during the Soviet collect cash phase of Winter 1941. If Murmansk or Archangel is axis controlled then reduce its value to 2. ( If both Archangel & Murmansk then the convoy is eliminated ). 4. One Atlantic convoy Lend lease to Russia becomes active, during the Soviet Summer ’42 turn & the other during Soviet Winter ‘ 42 turn. If Northern Iran or Iraq is axis controlled then both these convoys are reduced to 1 value only. 5. Only the Soviet player can rail ( only ) ground units between Siberia & the Urals 6. Early offensive The Soviet player may declare this on any Winter turn during the German’s phase 1 ( spend cash ). The play sequence is altered so that the Soviet player does his combat moves first before the Axis. This action costs d3 + 1 pp of cash. And in one such land attack, all Axis Minor ground units have -1 to their cv for the 1st combat round only ( to represent a surprise factor, as the Soviets tended to “ focus “ on the weaker forces allied to Germany … ) After this the play sequence resumes with the rest of the Axis turn, followed by the rest of the Soviet turn ( but minus the soviet combat phase of course ). 6. City Militia Infantry ! > The Soviet player may call-out the M for any Soviet Major city ( round area ) that the Axis has declared an attack against with ground troops in their combat phase. It costs the Soviets 1 pp per M raised ( which = 2 x the area # ) Militia may not move or attack. They defend on 1. Militia may not be taken as casualties on the 1st round of combat, as long as any regular soviet infantry remain. If the Soviets retain the city, then at the end of the next Soviet turn, all surviving M must either be disbanded ( & the soviet gain 1 pp per M as they return to factories or farms ! ) OR be converted to regular Infantry at an additional cost of 1 pp per M. A 2nd call – up is possible if the militia for that city was disbanded on the first call out. This yields M = 1 x the value of the city only. 7. Communist Partisans ! >>> To reflect this, in 1942 the German player may use only 6 of its rail points within captured Soviet areas. ( In 1943 / 4, just 4 points can be used ). Also if the Axis retreat from any Soviet attack, they may lose 1 Infantry ( only ) to partisan activity. On a Soviet d10 roll of a 0, they inflict a hit on an axis infantry. Plus 1 to the roll in 1942. And +2 from 1943. 8. Relocation >> Factories may be moved to a new area. This costs 4 rail points and 1 production point. If they are moved to one of the two Ural cities then they add 1 to the production value of that city. Alternatively they may be moved to an empty area, to enable that location to produce units. On the turn of moving, this new location can only produce units = the value of the area. 9. Soviet Guard armour units – From Autumn 1942 during the first phase ( build units ), the Soviets may convert one existing regular armour unit to Guards armour [ One per turn up to a maximum of five in play at any one time ]. This costs 1 pp. Guards fight at attack 5, defend 6. And during combat, if a hit is assigned to a Guards unit, then roll 1 d6 for that unit >> On a 5,6 there is no piece loss! A 2nd assigned hit to a Guard unit, during the same battle, always eliminates it. 10. Lend – lease fighters. From turn 4, the Soviet player can upgrade, at the end of his turn, any 1 EW fighter to a regular fighter at a cost of 2 pp. 11. Red army towns & NKVD The Soviets may build one early – war Infantry unit in any area without a Factory ( and also Baku ) during the place- units phase. 12. Army progression. In 1941, all newly built Soviet army / aircraft units are EW. From 1942 half of Soviet production is EW. And the other half can produce regular ground units. From 1943 All Soviet ground units are regular. Soviet air units can only be improved to regular status by research. Soviet naval units cannot be “ progressed “. 13. Stalin’s “shock & paralysis “ ! On the first Axis turn, Soviet armour & air units have additional combat penalties. Also Soviet units cannot retreat on the 2nd round of combat of this 1st turn ( They may retreat on the third round ). AXIS Minor player. 1. Exiting the war & surrender Italy surrenders if at the end of any turn Northern Italy is captured OR any 2 of the areas >> Sardinia / Sicily / South Italy have been lost and the Italian areas in North Africa are in allied hands. Remove all Italian forces except their Navy. For each ship roll a d6. On 1,2 it scuttles or is unusable. On 3-6 it joins the allies. Other minor axis countries may also surrender ( individually ). This occurs if their home country has been captured ( but only South Finland for the Finnish ). OR surrender may occur before the start of any allied / soviet attack against their Home country, if the attackers have at least 150 % more ground units ( regardless of type ) and at least 150 % more air units, than all the defenders ( including German ) in that area. If these conditions are met then roll 1 d6 for that nation to see if it surrenders>> Hungary…on 1 Finland…on <=2. Romania on <=3. Bulgaria on <=4. { Subtract 1 from all rolls if the German eligibility for Volks-grenadiers has been met ! – see below }. This surrender roll can occur only once per game per country. 2. Hostile neighbours ? Hungarian units may not enter Rumania or vice versa. These countries’ units may not stack which each other unless there is at least 1 German unit also in the same area. Bulgarian units may only leave to enter areas in Greece & Yugoslavia, unless they have been attacked by the Soviet or Allied player. 3. Limited Eastern front involvement Hungary can move 1 unit into the Soviet Union per turn, from turn two. Up to a maximum of four. Italy can move 1 unit into the S.U. per turn, up to a maximum of five. Bulgarian units may not enter the Soviet Union unless they have been attacked by them. German Rules 1. “ Barbarossa. “ On the 1st turn certain Soviet unit types are at further combat penalties. Soviet armour is –1 cv in defence. Their air units defend at –2 cv and cannot “ react “ during the German turn. During the Soviet turn their aircraft & armour units are –1 cv in attack… German ( only ) air units are at + 1 cv ( within the Soviet Union ) for the entire 1st turn. 2. Shoals & Mines. The allies may not invade Germany amphibiously from any of the two adjacent North sea areas.They can from the Kategat or Baltic sea areas ( after any combat rolls from the coastal Copenhagen defences ). They may invade Denmark. 3. Copenhagen Island defences. As long as Denmark is Axis held, then any Allied naval units entering / staying in this area are subject to an automatic attack. Roll d6 per ship. On a 5, 6 it takes 2 hits. On a 2 to 4 it takes 1 hit. ( - 1 for allied destroyers and -2 for submarines. ). Roll at the start of the combat phase. 4. SS / elite armour units. These may be built, one per turn from Winter 1942.A max. of three on the map at any time. Cost 7 pp. Attack 6, Defend 7. In combat they may ignore the 1st hit assigned to them on an extra save d6 roll of 3+. A 2nd assigned hit, during the same battle always eliminates the unit. 5. Axis Oil vulnerability. If Rumania is allied controlled & the Axis do not control Baku ( with a supply route to any axis factory ) then the following rule applies from the start of the next Axis turn >>> The German player must choose 2 axis unit types. All the units of which have reduced movement ( -1 ). The unit types are Submarines // Surface ships // Armour // Air units. A temporary move penalty applies, for one turn only, if an axis - Rumania has been strategically bombed on the previous turn. With a rolled damage total of 4 pts, one type is effected; Five pts. Damage = two types are effected, as per the rules above. ( Note that there is maximum cash loss of 2pp anyway when bombing Rumania ) 6. Volks-grenadier Infantry units. These cost 2pp. Attack 1, Defend 2. This unit type can only be built once the German player has had a major defeat. This is defined as the Axis losing a combat in which 6 or more German ground units have been lost. 7. Albert Speer & German Industrial rationalisation ( ? ! ). In 1943 all areas of Germany are worth 150 % value ( but the same value for any strategic attacks & half the original value if captured, as normal ). In 1944 their value is now 200 %. 8. Defend the homeland !! The German player may call out Militia for its 2 city areas, Berlin & Konigsberg, using the same rules as for the Soviet side, above. 9. Mine Barrage in Gulf of Finland. Any naval units that attempt to exit / enter the Leningrad area have to see if they strike mines. Each make a d6 roll. On 1 to 4 they have been “ hit “. From 1942, +1 to the roll(s) for each of Vyborg / Helsinki / Estonia / Riga areas that are Soviet controlled ( to represent Soviet mine clearance activities ) 10. Some 88’s. German AA, used as artillery have an attack of 2, defend of 3. Vichy France -Vichy forces are neutral & may not move unless attacked. The North African areas are not part of any player’s production. Vichy areas are friendly to the Axis for supply purposes only. But no axis units may enter. From turn 4 either side can attack Vichy { exception : Syria can be attacked by either side from turn 1, without affecting Vichy neutrality }. Vichy ground units will surrender after 1 round, ( unless attacked by British units ) in a combat & are then removed. The fleet units must each make a d6 roll to see if they will sail or scuttle, the 1st time any Vichy unit is attacked. ( On a 1 they join the Axis, on a 6 the allies, 2-5 = sunk ). All Vichy ground units are removed at the end of any player turn in which Algiers is captured. United States player. 1. Increasing production – On turns 1 & 2, US base pp’s are 20 ( 50 % of the given ). On turns 3 & 4 it increases to 30 pp. Then 40 pp on turns 5 & 6. Then 50 pp turns 7 & 8. Reaching a maximum of 60 pp from turn nine. 2. U.S. armoured Bombers – each US bomber defends on 1, in a strategic day raid. 3. Navy planning. Once per game, the US player may do ONE long range( moves three areas ) amphibious assault. 4. Allied naval co-ordination. Once per game the US player may declare ( and mark with a UK marker ) a force of units that may move on the UK player’s turn to do an amphibious assault only , that combines with, any UK units. 5. Liberation !! At the start of a US turn in which they control & occupy, with at least 1 US unit, any area in France, the US may immediately build & place 1 French Infantry unit ( cost 3 ) there. UK & Commonwealth 1. Reinforcements from the Commonwealth. On turns 1 to 4, the UK player can place for free, 1 Regular Infantry in either Iraq or the Cairo / Suez area. 2. Home Guard. On any Axis ground unit invasion of the UK, the HG is deployed in all UK areas. Roll 2d6 for London, 3d6 for the North & 5d6 for the South. Each even roll = 1 HG ( they combat as Militia ) deployed in that area. An Odd roll = 1 HG unit is placed on the turn track to deploy at the start of the UK’s next turn. HG units may not leave the UK & may not be taken as casualties whilst there are regular Infantry in combat in the area. 3. Armoured Carriers. UK CV’s may only carry One ( EW) Fighter. And if the CV is assigned a hit in combat, from an enemy air unit ( only ) then on a d6 roll of 4 + they ignore it. A ”torpedo or gunnery “ hit on a CV will eliminate it. As will a 2nd air hit. 4.Gibraltar Naval Fortress - Whilst it is UK held, each Axis naval unit that enters the sea area around it is subject to an automatic attack, after any axis combat air strike. A d6 roll of six = 2 hits. Roll of 3 to 5 = 1 hit. ( -1 for destroyers, -2 for submarines ) 5.Malta. Each turn the UK player has 1 less production point available ( this represents the use of materials sent to Malta to keep it going. ). At the end of any turn that the UK has no Naval units in the Mediterranean or Gibraltar or Red sea areas and the Axis has at least 1 navy unit in the Mediterranean other than a transport, then the UK player has to eliminate one unit based in Malta ( if none there then none is lost). If the Axis gain control of Malta, then the UK regains his lost production point ! 6 & 7. Navy planning & Allied naval Co-ordination. These rules are identical to the U.S. ones, except substitute UK for US & vice versa. For rules 8,9,10 below. General Rules for Partisan units They may not leave their home country unless it has been entirely liberated by allied / soviet forces. They may move 1 area during the UK combat phase only. Combat with partisans is at the discretion of the phasing player. Attack 1, Defend 1. They may retreat from combat at the end of any round, staying within the same area if they wish ( dispersal ) with no pursuit. They may receive supplies by strategic air-drop, which enhance their combat value ( each supply point adds +1 cv ( only ) to one partisan unit for 1 round of combat – place markers to record the supplies available ). Partisan control of an area cannot give production points to the UK. But they do prevent the Axis gaining it. 8. French Partisans. Once per game, during an invasion of France, the UK player may place on any one French area, 1 partisan unit at a cost of 1 pp. The UK may drop supplies at the same time. 9. Tito & others. In 1942 the UK may build 1 partisan in Yugoslavia on even # turns. If Italy has surrendered, then one partisan can be built every turn. Cost 1 pp. 10. Polish Warsaw uprising. The UK player may create this once, during any one of his combat phases during 1943 or 1944, but only if the Axis still control Warsaw. In 1943, 1d3 + 1 partisans are placed. 2d3 in 1944. At no cost. The UK player may air drop supplies if they can reach. The Poles must combat any axis unit (s) there & may not “ retreat “. If they capture Warsaw, then on a future turn they may move into another Polish area. { The Soviets require Warsaw for their victory condition & are hostile to Polish partisans ! My apologies to any Polish people reading these rules !! } 11. War with Japan At the end of turn 3, the UK has to remove a DD ( = small task force for Singapore ). At the end of turn 4 the UK must remove a BB, CV and 1 fighter !! This represents the far –eastern fleet. The UK also loses 3 pp permanently. From turn 6 the UK rolls one d6 at the start of the Movement phase, each turn, to see if one Capital ship ( only ) can be returned to the European Theatre. On 1,2,3 = success. The ship is placed in either the Red sea or the South African off board area. ( The fighter & DD are never returned ). If Italy surrenders then the UK player has to make a d 6 roll again, to see if a capital ship ( 1 BB and then1 CV ) has to return to the Far East. On 5,6 it does, during the movement phase. Only two need go, for the rest of the game. If there are no BB’s then 2 DD’s are sent instead. 12. Armour conversion ( before the development of their Churchill & Firefly tanks, they borrowed Grants, Shermans & Stuarts.. ). From Spring 1941 the UK may ( upgrade ) one EW armour unit, to regular, per turn, during the first phase, build units. This costs 1 pp per tank . 13. Round the Cape It costs 2 move points to exit the south west side of the map & enter the “ South Africa land & sea box “ ( UK units & German submarines only ). Another 2 move points to enter either the red sea zone. From there the units may move into the Eastern Mediterranean sea area via the Suez canal / Cairo area. Only UK units may do this, unless the Axis prevent this by controlling that area. Research & Development ( R & D ) Each country has a list of advantages that it may achieve during the course of WW2. Each item has a research number ( RN ) of 1 and a start turn ( ST ). Once started each Item’s RN will automatically increase by 1 at the start of a new turn. During the R & D phase, a country makes 1 d 10 roll, aiming for < or = to RN for a successful research for any available items. They then may build or make use of those items. Certain items allow a 2nd gain of the research . In these cases, after a 1st success, on the next turn the RN is reduced to one again, to allow another attempt. Soviet items Katyusha rocket artillery >> ST = 1, The Soviets may build 1 per turn ( cost 4 ). K’s have an attack of 4, Defend on 3 ( may not be used as AT ). They can only fire on rounds 1 & 2 of combat. They still add 1 to an Infantry attack. Espionage >> ST = 4 The soviets may have one area with a prepared defence against an Axis land attack. They must designate this area at the start of any Axis turn. All Soviet Infantry & Artillery can take “double – hits “ for the 1st round only. [ A 2nd gain of this item is allowed ] Maskirovka >> ST = 6 The Soviets may conduct half its rail moves before their combat phase on any Soviet turn after they gain this. Improved fighters >> ST = 4 The Soviets may now build regular fighters ( a4, d5 ) and Bombers ( a6, d3 ). German items Snorkel subs & counter radar >> ST = 5 1st gain = –1 from any detection attempt against german submarines. A 2nd gain = -3 from detection attempts. Advanced fighters >> ST = 7 A 1st success may choose either, the high altitude – “ Ta 152 H-1 “ fighter ( a defence of 5 but only vs allied day strategic bomber raids & this fighter can engage the U.S. Superfortress bomber on a high altitude raid, without penalty ) or Jet fighters ( have a defence of 6 only vs ordinary strategic bombers only ). Both these fighters still defend only on a 5 in land combat. A 2nd gain allows the other fighter type to be built. Advanced Night fighters >> ST = 4 German fighters defend on 3 vs UK night strategic raids. V1 rockets >> ST = 7 These cost 5 to build . They can be used as heavy artillery >> attack or defend on 6 but for the 1st round only. ( Cannot match with an Infantry unit ). The unit must be the last taken casualty unless it has been targeted. V1 may do a strategic bombing raid at range of 2. The first such raid may not be intercepted / defended against & does d6 –2 damage. Subsequent raids may be defended by allied fighters using their cv –2. A 2nd research success produces the V2. Costs 6. It has a combat value of 7 and its strategic bomb raid may not be defended against. Nebelwerfer >> ST = 5 same rules as the Katyusha rocket artillery, above. Radio – glide bombs “ Fritz-x “ etc >> ST = 5 German bombers may use an attack factor of 5 versus allied surface ships ( not submarines or air units ) at sea only. Italian items Paratroops >> ST = 1 Enables Italy to produce paratroops. Fighters >> ST = 4 Enables Italy to produce regular fighters. UK items Submarine detection technologies >> ST = 3 A 1st success adds + 1 to submarine detection. A 2nd adds + 3 to the roll. Long Range aircraft >> ST = 7. Up to Two fighters may accompany each bomber force ( range 6 ) on a daylight raid, and they have an attack rating of –1 cv, instead of –2 cv. Also strategic Bombers may move 8 areas now ( but without escorts ). Advanced Night Fighters >> ST = 2 Same rule as for the German player. Ultra >> ST = 3 The UK may declare he is using Ultra to “ divert “ one particular convoy during the Axis combat phase, after the Axis have done their combat moves. The Axis must roll 1 d6 for each submarine that is attacking that designated convoy box. On 1 – 4 that piece may not participate in that attack. Also roll for Axis aircraft in the attack but add 2 to the roll. The Azores & Portugal >> ST = 5 A 1st success means that the UK or the US may place 1 fighter in Portugal { this represents the leasing of the Azores islands to the Allies which enables them to provide air cover for some of the UK convoys. A 2nd success with this development = 2 fighters may be placed in Portugal. Tallboys >> ST = 6 UK Bombers may use their attack factor in any raid against Axis surface ships in Ports ( only ). Tank development >> ST = 3 The British may now build regular armour units. They may still convert EW armour to shermans ( see below ). Fleet Air Arm ( FAA ) advances >> ST = 2 The UK can base 1 regular fighter on their CV’s, instead of just a EW fighter. Paratroops >> ST = 3 May build them now USA items Long range aircraft – As for UK above Submarine detection - as for UK above Liberty ships >> ST = 3 The US may produce Transports in one turn. Paratroops >> ST = 3 May build them. Superfortress >> ST = 9 May build this specific bomber unit [ costs 14 ]. On attacks vs. ground units it has an attack of seven. In strategic bombing raids ( not drops ) it may choose to do a High altitude attack >> In which case it may not be targeted by AA guns & most Axis fighters have an additional –2 cv when defending against them. They only do d6 –2 factory damage from high altitude bombing. VICTORY CONDITIONS Germans >>> Hold any 2 areas of Germany to win by the end of turn 16 Axis Minor >>> Any one its countries is unconquered by the end of turn 16. For both Axis players : Hold 10 points worth of city areas at the end of any turn. Soviets >>> Capture Berlin, Budapest, Konigsberg, Warsaw ( 4 city areas ) UK >>> Defeat Germany and Italy and hold all Egypt, Greece & Gibraltar by…etc USA >>>Just Defeat Germany ( ! ) by Spring ‘45
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