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    AGE2-6 PL

    Questions?U.S., Canada, Asia Pacic, & Latin America

    www.wizards.com/customerserviceWizards of the Coast, Inc.

    P.O. Box 707Renton WA 98057-0707

    U.S.A.Tel: 1-800-324-6496 (within the U.S.)

    1-206-624-0933 (outside the U.S.)

    U.K., Eire, & South AfricaHasbro UK Ltd.

    P.O. Box 43Newport NP19 4YD

    UKTel: + 800 22 427276

    Email: [email protected]

    All Other European CountriesWizards of the Coast p/a Hasbro Belgium NV/SA

    t Hofveld 6D1702 Groot-Bijgaarden

    BELGIUMTel: +32.70.233.277

    Email: [email protected]

    Check us out on the web:Axisandallies.com

    2004, 2008 Wizards of the Coast, Inc., P.O. Box 707, Renton, WA 98057-0707, U.S.A. MADE IN CHINA.The Wizards of the Coast logo is a trademark of Wizards of the Coast, Inc. in the U.S.A. and other countries.

    Hasbro, Axis & Allies, and their logos are trademarks of HASBRO, Inc. and are used with permission. denotesReg. U.S. Pat. & TM Ofce. All rights reserved. 2004, 2008 Hasbro. Color of parts may vary from those

    pictured. For Europe: Hasbro UK Ltd, P.O. Box 43, Newport, NP19 4YD, UK.

    Please retain company details for future reference.

    30095775000001 EN

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    The word came by telephoneAxis & Allies was to be one of three

    games to mark the 50thanniversary of Avalon Hill .My mission was clear:build a game worthy of this anniversary from theground up. I would havethe opportunity to design avery special Axis & Allies Anniversary Edition.

    First and foremost,design and provide alarger game board. Next,include individual storagetrays the likes of whichhad never been seenbefore. And what betteroccassion to add new

    national units like the Chinese andItalians? As it turned out, this was onlythe beginning of many new features.

    Why not have a new starting date forthe game? Avalon Hill brand managerBrian Hart and I discussed a 1939scenario. This idea came with manyundesirable problems, however. Thegame would automatically be muchlonger to play. The United States

    would not participate in the game forthe rst three or four turns. The gamewould suffer from a rather slow andvery predictable start. This, and severalother issues, would prove to be tooproblematic from a game point of view.

    The war did not become truly globaluntil the Japanese attacked PearlHarbor. We nally decided thatthis infamous date would be ourstarting point . . . well almost. As itturned out, by way of some seriouslobbying from one of my playtestgroups, we concluded that turn onewould include both the Japaneseattack at Pearl Harbor as well as theGerman attack on Russia (OperationBarbarossa). This would really startthe game off with a bang.

    To really make it interesting, I wantedto include a second scenario. Therst scenario would be the 1941start time (the Axis attack), and thesecond would be the traditional 1942date (the Axis high water mark).

    Both would require different set-upsituations. Initial playtesting quicklydiscovered that this strategy wouldyield two completely different gamesin one box and ultimately twice thework. I wanted to reach out to the

    Axis & Allies community for help anddependable feedback, and so I did.

    I was fortunate enough to have the rightplaytest groups ready and willing tovolunteer for the job. As it turned out,these playtesters (see game credits)were highly experienced veteranplayers of the game. As a consequence,experts from all across the UnitedStates and Europe were testing andprobing for game problems.

    One important aspect of the game thatI wanted to address was the ahistoricaltendency for the Japanese to attack Russia. I did not mind if this attack occurred late in the gamewhoknows, if things had gone differentlyduring the actual war, perhaps theJapanese would have attacked Russia.The solution I settled on was toadd additional territories and unitsbetween the Japanese forces andMoscow. The real-world translation

    of these additional territories is theseemingly endless miles that existbetween Asia and Moscow.

    At some point in the development stageI stumbled onto an idea . . . NationalObjectives & Bonus Income. Whynot incorporate into the game thestated historical objectives of the realcountries involved in the war? If acontrolling player manages to achievecertain objectives, that player shouldbe rewarded with bonus income!For example, the stated objectivedeclared by Imperial Japan to the restof the world was, The Greater EastAsia Co-Prosperity Sphere. If theJapanese player manages to achievethe actual stated Japanese goals, he orshe is rewarded with additional IPCs.Pursuing objectives that provide mid-game income bonuses creates a morehistorical game pattern for all. I think the game now looks and feels morehistorical than ever.

    The addition of Italy as a power issomething I have wanted to do for along time. It certainly is not one of the major powers, but if played as aseparately controlled power, Italy canbe an important partner of the Axisalliance. It also nicely rounds off thenumbers and makes this otherwiseve-player game into a six-playergame. Protected by Germany in thenorth, Italy can now be the dominantindustrial power in the Mediterranean,the Middle East, and of course,

    Africa.

    China, on the other hand, was notdesigned to be a self-standing power.Chinese units will continue to becontrolled by the American player,but it sure looks and feels like aseparate power.

    There are also lots of other changesthat this game brings to the table. Forexample, the submarine and transportrules have been considerablychanged. Also, the basic IPC pricestructure for ships has been reduced.This may make for more ships onthe board. Weapons developmenthas been reworked as well. It is also

    optional in that players can elect toplay with them or not.

    Finally, after months of playtesting,I turned the game over to Wizards of the Coast . This was not the end of the process. The internal Wizardsdesign team began their work of ne-tuning the monster.

    I am excited about this new versionof Axis & Allies . It is indeed worthyof the honor of marking Avalon Hills50th anniversary. I think it will proveto be a fascinating new puzzle to solve.

    Larry

    Harris

    ANNIVERSARY EDITION DESIGNER NOTES:Game Components ........................................................................................5

    Setup ......................................................................................................................9

    China Rules ......................................................................................................10

    Order of Play ....................................................................................................11

    Phase 1: Research & Development ..........................................................11

    Phase 2: Purchase Units ...........................................................................13

    Phase 3: Combat Move ............................................................................13

    Special Combat Movement ....................................................15

    Phase 4: Conduct Combat ........................................................................16

    Strategic Bombing Raids ........................................................17

    Amphibious Assaults ..............................................................17

    General Combat ......................................................................18

    Multinational Forces ...............................................................21

    Phase 5: Noncombat Move ......................................................................21

    Phase 6: Mobilize New Units ..................................................................22

    Phase 7: Collect Income ..........................................................................22

    National Objectives & Bonus Income ...................................22

    Winning the Game ........................................................................................24

    .....................................................................................................24

    TABLE OF CONTENTS

    Game Design: Larry HarrisGame Development: Nate HeissRulebook Development: Larry Harris, Bill McQuillan, and Cal MooreExternal Playtesters: Kevin Chapman, Melanie Chapman, Eric Christoff, Terry Dunn, Martin Frick, Randy Heath, DanKersey, Dr. Christian Schuh, Gregory Smorey, Craig Yope, and Alex and his Deutscher Axis & Allies KlubInternal Playtesters: Mons Johnson, Rich Baker, Graeme Hopkins, Bill McQuillan, Cormac Russell, Mike Turian, andSteve WarnerEditing: Cal Moore

    Art Direction: Blake Beasley

    Cover Illustration: Jim ButcherGraphic Designer: Leon CortezCalligraphy: Todd GamblePhotography: Allison Shinkle and Katie Wright

    Brand Management: Brian HartProduction Management: Godot Gutierre

    Collectors who lent us militaria and rearms for packaging: Bruce Anderson, Blake Beasley, Richard Coonradt, TomCoonradt, Brian Dumas, and Barry Holldorf.

    Thanks to all of our project team members and the many others too numerous to mention who have contributed to this product.

    CREDITS

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    A Note AboutThe Cover ArtWe wanted the Axis & Allies

    Anniversary Edition to stand out inevery way possible. So we knew weneeded to have illustrator/artist JimButcher, who created the artwork forthe original Axis & Allies box cover,create the cover for this version too.

    ARTIST BIO - JIM BUTCHER

    Besides having done the originalartwork for the game, Jimsexperience with military work is exceptional. After honing hisskills at the Maryland InstituteCollege of Art in 1962 where hemajored in graphic design andpainting, he began his art careerwith the United States MarineCorps in Vietnam, serving as anofcial USMC combat artist. Hefocused on covering the air warand the personnel who workedwith the aircraft, which at timestook him into combat situations.

    After receiving an honorabledischarge in 1969, he continuedhis career in art, opening hisown business and receivingcommissions from variouscompanies and governmententities. His work includescommissions from BritishAerospace, Unicolor Corp., andNASA, for projects such as thecommemoration of 75 years of U.S. Marine Corp Aviation, amural for the Tuskeegee AirmanMuseum in Detroit, Michigan,and numerous space-relatedevents such as the Apollo Series,the Viking Mission, and thespace shuttle operations.

    Summary of PlayAxis & Allies can be played by up tosix players. The game depicts a two-sided conict, so if you have morethan two players, split them up into theAxis side and the Allies side.

    The Allies powers include the UnitedStates, United Kingdom, and SovietUnion. The Axis powers includeGermany, Japan, and Italy. In a six-player game, each player controlsone world power. If fewer peopleplay, some will control more thanone power.

    Each turn you take for a power, youchoose which units to build for thatpower and whether or not to risk fundsinto research (if playing with theoptional weapons development rules).Then you move your attacking unitsinto hostile spaces and resolve thoseattacks using dice rolls.

    After combat, you may makenoncombat moves with your unitsthat did not take part in combat thatturn. Finally, you place the units you

    purchased at the beginning of yourturn and then collect your income forthe turn, including income gained fromany newly conquered territories.

    How to WinWhen the Axis side or the Allies sidecollectively holds 15 victory citytokens at the end of a complete roundof play, that side wins the game.

    Adjusting Game Length If you want a shorter game, play to 13 victory citytokens. If you are up for a longer game, play to acomplete victory of all 18victory city tokens.

    If you opt for one of thesealternatives, be sure all

    players agree to it before you start the game.

    OBJECT OF THE GAMEGame Boards:

    3 Game Boards

    1 Battle Board

    Game Charts:

    6 National Setup Charts (one foreach power)

    1 National Production/Research &Development Chart

    Markers & Tokens:

    120 National Control Markers

    22 Damaged Factory Markers

    18 Researcher Tokens

    18 Victory City Tokens

    Storage: 8 Boxes Total

    6 Nationality boxes

    2 Community Boxes

    Dice: 14 Total

    7 Black

    7 Red

    Plastic Chips: 80 Total

    70 Gray10 Red

    Paper Money: 90 Bills Total

    30 One IPC Bills (green)

    30 Five IPC Bills (red)

    30 Ten IPC Bills (blue)

    Plastic Miniatures: 672 Total

    Common Units (Light Gray):

    24 Industrial Complexes (factories)

    24 AA Guns

    USA (Green):

    25 Infantry

    12 Artillery

    12 Tanks

    12 Fighter

    8 Bomber

    4 Battleship6 Aircraft Carrier

    8 Cruiser

    10 Destroyer

    10 Submarine

    10 Transport

    United Kingdom (Tan):

    25 Infantry

    10 Artillery

    10 Tanks

    12 Fighter

    8 Bomber

    4 Battleship

    4 Aircraft Carrier

    8 Cruiser

    10 Destroyer

    10 Submarine

    10 Transport

    USSR (Maroon):

    25 Infantry

    14 Artillery

    14 Tanks

    12 Fighter

    4 Bomber

    2 Battleship

    2 Aircraft Carrier

    4 Cruiser

    6 Destroyer6 Submarine

    6 Transport

    Germany (Gray):

    25 Infantry

    12 Artillery

    14 Tanks

    12 Fighter

    6 Bomber

    4 Battleship

    2 Aircraft Carrier

    6 Cruiser

    10 Destroyer

    12 Submarine8 Transport

    Japan (Orange):

    25 Infantry

    10 Artillery

    8 Tanks

    12 Fighter

    6 Bomber

    6 Battleship

    6 Aircraft Carrier

    8 Cruiser

    10 Destroyer

    10 Submarine

    10 Transport

    Italy (Brown):

    20 Infantry

    6 Artillery

    6 Tanks

    6 Fighter

    4 Bomber

    2 Battleship

    2 Aircraft Carrier

    2 Cruiser

    6 Destroyer

    6 Submarine

    4 Transport

    China (Light Green):15 Infantry

    GAME COMPONENTS

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    Since an ally controlsPanama, this Britishdestroyer can movethrough the canal.

    The German cruiser cannotpass through the Suez

    Canal because Germanydoes not control Egypt.

    Movement Between SpacesUnits can move between adjacent spaces (those that share a common border).

    The game board wraps around horizontally. Territories and sea zones on theright edge of the board are adjacent to territories and sea zones on the leftedge. (Note that sea zone 20 connects to sea zone 55; sea zone 21 connectsto sea zone 44; and sea zone 25 connects to sea zone 43.) The top andbottom edges of the board do not wrap around.

    IslandsAn island is a territory located entirely inside one seazone. A sea zone can contain at most one group of islands,which is considered one territory. It is not possible to split

    up land-based units so that they are on different islands inthe same group. Even if the land mass is not visible on thegame board, air units can land on islands and land-basedtroops can disembark there.

    CanalsThere are two canalsarticial waterways that connect two largerbodies of wateron the game board. The Panama Canalconnects the Pacic Ocean to the Atlantic Ocean, while theSuez Canal connects the Mediterranean Sea to the IndianOcean. A canal is not considered a space, so it doesntblock land movement: Land units can move freely betweenTrans-Jordan and Egypt. Panama is one territory: No landmovement points are required to cross the canal withinPanama.

    If you want to move sea units through a canal, your side (butnot necessarily your power) must control it at the start of

    your turn (that is, you cannot use it the turn you capture it).The side that controls Panama controls the Panama Canal.The side that controls both Egypt and Trans-Jordan controlsthe Suez Canal. If one side controls Egypt and the other controls Trans-Jordan,the Suez is closed to sea units.

    Victory CitiesOn the map are 18 victory cities, all crucial to the war effort. The selection of the 18 victory cities was based on historical importance of the city at the time.Importance could be measured in terms of strategic location, industrial base,resources, or other important strategic factors. Each city has a correspondingvictory city token, which are exchanged as those territories are won or lost.

    TerritoriesThe national control symbols on the spaces on the game board show which powercontrols those spaces at the start of the game. In the 1942 game scenario, Germanand Japanese players will place some of their national control markers on top of some of the national control symbols presented on the map. This updates the 1941map to the 1942 scenario.

    All other spaces are neutral, such as Turkey or Mongolia, and are not alignedwith any power. Neutral territories are distinct in that they have neither IPC nornational control symbols. They represent areas that are impassable for politicalor geographic reasons. You cannot attack neutral territories, move into them, ormove over them with air units. Neutral territories do not have income values.

    Most territories have an income value ranging from 1 to 12. This is the numberof industrial production certicates (IPCs) they produce each turn for theircontroller. A few territories, such as Gibraltar, have no income value.

    Each territory exists in one of three conditions:

    Friendly: A territory with a control marker owned by you or a friendly power

    (one on your side).Hostile: A territory with a control marker owned by an enemy power (one on

    the opposing side).

    Neutral: A territory that has no IPC value or national control symbol andthat is not controlled by any power. The neutral territories are:Northern South America, Peruvian Central, Argentina/Chile, Eire,Sweden, Switzerland, Spain, Sahara, Angola, Mozambique, Turkey,Saudia Arabia, Afganistan, Himalaya, and Mongolia.

    Game BoardThe game board is a reection of the world in 1941. It is divided into spaces by border lines. Land spaces are territoriesand sea spaces are sea zones.

    GAME COMPONENTS(continued) GAME COMPONENTS(continued)

    Sea ZonesSea zones are either friendly orhostile. Friendly sea zones containno enemy surface warships. Hostilesea zones contain enemy surfacewarships. Note that the presence of enemy submarines and/or transportsdoes not count for the purposes of determining whether or not a sea zoneis hostile.

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    POWER STARTING VICTORY CITY TOKENS STARTING IPCS

    Germany Berlin, Paris, and Warsaw 31 Japan Tokyo and Shanghai 17 Italy Rome 10United States Washington, San Francisco, Honolulu, and Manila 40United Kingdom London, Calcutta, Sydney, Hong Kong, and Ottawa 43Soviet Union Moscow, Stalingrad, and Leningrad 30

    POWER STARTING VICTORY CITY TOKENS STARTING IPCS

    Germany Berlin, Paris, and Warsaw 31 Japan Tokyo, Shanghai, Hong Kong, and Manila 31 Italy Rome 10United States Washington, San Francisco, and Honolulu. 38United Kingdom London, Calcutta, Sydney, and Ottawa 31Soviet Union Moscow, Stalingrad, and Leningrad 24

    National Control MarkersNational control markers indicate status in the game. They mark conquered territories and record other information on the games charts.

    Battle BoardThe battle board is a large card with columns that list attackingand defending units and their combat strengths. Whencombat occurs, the players involved place their units onthe battle board.

    These certicates (called IPCs) are the money of the game andrepresent capacity for military production.

    Combat ForcesEach power is color-coded as follows:Green United States of America Gray GermanyTan United Kingdom Orange JapanMaroon Soviet Union Brown ItalyLight Green China

    Two other units, antiaircraft guns and industrial complexes, arelight gray and not color-coded to a particular power.These can change hands during play.

    National Production/Research &Development ChartThis chart shows each powers production level and technologicaladvances. The national production chart is used to track each powersnational production level throughout the game. Whenever you developa new technology, place one of your powers control markers inside theappropriate advancement box on the research & development chart.

    National Setup ChartsThese charts (one of each power) list the number and type of units tobe placed in the corresponding powers territories and sea zones. Eachpowers national objectives are shown on the back of the chart.

    Plastic ChipsUse these chips to save space in overcrowded zones. Putting a gray chipunder a unit shows that there is one additional unit of that unit type on thespace. Putting a red chip under a unit shows that there are ve additionalunits of that unit type on the space.

    Example: A destroyer with one gray chip under it counts as two destroyers. An infantry with one gray and one red chip under itcounts as seven infantry.

    The number of stacks is not limited by the number of plastic chips available.

    SETUP

    1941 ScenarioThe Axis players begin with 6 victory city tokens, and the Allies begin with 12.

    1942 ScenarioThe Axis players begin with 8 victory city tokens, and the Allies begin with 10.

    Board setup for 1942 scenario: The game board reects the 1941 scenario. If you would prefer to play the 1942 scenario,you will need to place some national control markers to reect the historical situation for that year. The placement of thesemarkers is indicated on the German and Japanese national setup charts for 1942. Put the markers on top of the existingnational control symbols shown on the game board.

    center of the table. The Alliesplayers should sit near its top(northern) edge, and the Axisplayers should sit along thebottom (southern) edge.

    the game board, and the dicenext to the battle board.

    research & development chart nextto the game board. For each poweryou are playing, place that powerscorresponding control markeron the matching space on thechart. (It should match the totalof the circled numbers in territoriesyou control.) Choose one playerto be in charge of tracking changesin national production throughoutthe game.

    production certicates (IPCs)by denomination (1, 5, and10). Choose one player to bethe banker and give allremaining IPCs to that player.

    city tokens and IPCs thatcorrespond to the powersthat player represents and tothe scenario being played(shown below), be it 1941or 1942. If one player controlsmultiple powers, thosepowers IPCs must be keptseparate throughout the game.

    each player. If a single playerplays multiple powers, eachof those powers needs to be onthe same side (Axis or Allies).In a six-player game, Italyshould have its own dedicatedplayer. In a game with less thansix players, the player who isplaying Germany should alsoplay Italy. If a player controlsmultiple powers, that playermust keep each powersresources separate.

    and all the control markersand plastic pieces that belongto your power. You can ndsetup and cost information foryour units on the nationalsetup chart.

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    China was an important power in the war, but unlike the other major powers, it was not an industrialized nation at the time.

    For this reason, it receives special treatment in the Anniversary Edition . Also, some of the normal rules apply to China inslightly different ways.

    China and its units are controlled by the U.S. player, but for game purposes it is considered a separate power and itsresources cannot be mixed. The U.S. player takes Chinas turn at the same time as the U.S. turn but Chinese unit combat andmovement are done separately from the U.S. forces. The U.S. player must complete the Combat Move and Conduct Combatphases for Chinese forces before beginning the Combat Move phase for U.S. forces, or vice versa.

    Chinese territories on the game board have a Nationalist Chinese national control symbol on them. The IPC values printed onthe Chinese territories indicate the number of IPCs an Axis player will receive when taking control of the territory.

    The Chinese army represented in the game does not receive IPCs for income or use IPCs to generate new units. Instead,China gets one new infantry unit per turn for every two Chinese territories that are not under Axis control during thePurchase Units phase of the U.S. players turn.

    The U.S. player places the new Chinese units at the same time that the new U.S. units are placed. They may be placed onany Chinese-controlled territories, however those units cannot be placed on any territory that already contains three ormore units.

    Chinese units have a limited range of occupation, displayed by the colored border. They can also be moved into the Japaneseoccupied territories of Kiangsu and Manchuria. China can take control of these territories and have them count toward theirnew infantry placements. Chinese units cannot be loaded onto transports.

    Kwangtung is a special case. While it is not a Chinese territory and cannot be controlled by China, Chinese forces can attack Axis units there and occupy it, but the IPCs generated go to the United Kingdom. This is the only non-Chinese territory thatChinese units may occupy.

    At the beginning of the game, China has a U.S. ghter unit located on the map. This represents the American volunteergroupthe Flying Tigers. This ghter is considered part of the Chinese forces for purposes of movement and combat. If it isdestroyed, the U.S. player cannot purchase a new ghter unit for China.

    CHINA RULES

    China can controlManchuria and

    Kiangsu.

    Chinese forces canoccupy Kwangtung,

    but they cannotcontrol it.

    Phase 1: Research & DevelopmentNote: This is an optional ruleplayers should decide whether or not this phasewill be included in their game.

    In this phase, you may attempt to develop improved military technology. To doso, you buy researchers that give you a chance for a scientic breakthrough. Eachresearcher token will grant you one die that provides a chance for a breakthrough.

    Research & Development Sequence

    1. Buy researcher tokens

    2. Roll research dice

    3. Roll breakthrough die4. Mark developments

    Step 1: Buy Researcher Tokens

    Each researcher token costs 5 IPCs. Buy as many as you wish, including none.

    Step 2: Roll Research Dice

    For each researcher you have, roll one die.

    Success: If you roll at least one 6, you have successfully made a technologicalbreakthrough. Discard all your researcher tokens and continue to step 3.

    Failure: If you do not roll a 6, your research has failed. Keep all yourresearcher tokens and continue to the Purchase Units phase of the turn.

    Step 3. Roll Breakthrough Die

    If you rolled a 6 on any research die, choose one of the two breakthroughcharts (next page) and roll a die to see which technological advance you get.You can only receive one advance each turn. If you have already received thesame result on a previous turn, reroll until you get a new technological advance.

    Once you have received all the advances on a chart, you cannot gain any moreadvances from that chart.

    Axis & Allies is played in rounds.One round consists of each powertaking a turn.

    The order that players take turnsdepends on the scenario:

    1941 Scenario

    1. Germany

    2. Soviet Union

    3. Japan

    4. United Kingdom

    5. Italy6. United States

    1942 Scenario

    1. Japan

    2. Soviet Union

    3. Germany

    4. United Kingdom

    5. Italy

    6. United States

    If you control more than one power,keep those powers income and unitsseparate. You can conduct operationsfor only one power at a time.

    Turn Sequence

    Each powers turn consists of sevenphases, which take place in a xedsequence. You must collect income if you can, but all other parts of the turnsequence are voluntary. After eachpower nishes a turn, play then passesto the next power.

    1. Research & Development(Optional Rule)

    2. Purchase Units

    3. Combat Move

    4. Conduct Combat

    5. Noncombat Move

    6. Mobilize New Units

    7. Collect Income

    At the end of the United Statesplayers turn, check for victory. If neither side has won, begin a newround of play.

    ORDER OF PLAY

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    Air unitscan movethrough a

    hostile spaceas if it was

    friendly.Land units

    must end theirmovement whenthey encounterenemy units,

    includingantiaircraft guns

    and industrialcomplexes.

    Step 4: Mark Developments

    If your research was successful, place one of your national control markers inside the appropriate advancement box on theresearch & development chart. Your development becomes effective immediately.

    Any number of powers may develop the same technology, but powers cannot share their technology.

    BREAKTHROUGH CHART 1

    1. Advanced Artillery. Each of your artilleryunits can now provide greater support. One artilleryunit can support two infantry per attack. Twoinfantry when coupled with one artillery unit eachhave an attack value of 2.

    2. Rockets. Your antiaircraft guns are now rocketlaunchers. In addition to its normal combat function,during the strategic bombing raid step of yourConduct Combat phase each turn, each of your

    antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spacesof it. This attack does 1d6 damage to that complex.

    3. Paratroopers. Each of your bombers can act asa transport for up to one infantry, but it must stop inthe rst hostile territory it enters during a turn anddrop off the infantry, ending its combat movement.The bomber may still attack during the ConductCombat phase, but it cannot make a strategicbombing run in a turn that it transports an infantryunit. The infantry unit may retreat normally to afriendly adjacent space during combat.

    4. Increased Factory Production. Each of your industrial complexes can now produce twoadditional units beyond its listed IPC value. Forexample, Germany with 10 IPCs can now produce12 units. Also, when repairing a damaged industrialcomplex (removing damage markers), you canremove two damage markers at a time for the cost of 1 IPC (half price).

    5. War Bonds. During your Collect Income phase,roll 1d6 and collect that many additional IPCs.

    6. Mechanized Infantry. Each infantry that ismatched up with a tank can move two spaces alongwith the tank.

    BREAKTHROUGH CHART 2

    1. Super Submarines. The attack value of yoursubmarines is now 3 instead of 2. The defense valueof your submarines remains at 1.

    2. Jet Fighters. The attack value of your ghtersis now 4 instead of 3.

    3. Improved Shipyards. Your sea units are nowcheaper to build. Use these revised costs:

    Unit IPC cost

    Battleship 17Aircraft Carrier 11Cruiser 10Destroyer 7Transport 6Submarine 5

    4. Radar. Your antiaircraft gun re now hits on a 1or 2 instead of just a 1.

    5. Long-Range Aircraft. Your ghters are nowlong-range ghters, and your bombers are nowlong-range bombers. Your ghters range increasesfrom 4 to 6. Your bombers range increases from6 to 8.

    6. Heavy Bombers. Your bombers are now heavybombers. You roll two dice for each bomber whenyou attack or make a strategic bombing raid. Ondefense, your bombers still roll only a single die.

    Phase 2: Purchase UnitsIn this phase, you may spend IPCs for additional units to be used in future turns. All the units on your powers national setupchart are available for purchase. A units price in IPCs is listed in the cost column next to the units name.

    Each industrial complex can only produce as many new units as the IPC value indicated on the territory in which it is located.For example, Germany can produce 10 units per turn.

    Industrial complexes are subject to strategic bombing raids and rockets. For each damage marker an industrial complex hasunder it during the Mobilize New Units phase, it can produce one less unit.

    Purchase Units Sequence

    1. Order units

    2. Pay for units & repairs

    3. Place units in mobilization zone

    Step 1: Order Units

    Select all the units you wish to buy. You may buy as many units as you can afford, regardless of which units you started thegame with. If a unit type is not available (because those units are all in play), you can still purchase additional units of that type,however all of the players must agree on the method of representation (markers, coins, slips of paper, etc.) for those units.

    Step 2. Pay for Units & Repairs

    Pay IPCs to the bank equal to the total cost of the purchased units.

    You can also pay to remove damage markers from under industrial complexes that havebeen damaged. Each damage marker costs 1 IPC to remove.

    Step 3: Place Units in Mobilization Zone

    Place the purchased units in the mobilization zone on the game board (located in theSouth Atlantic Ocean). You cannot use these units right away, but you will deploythem later in the turn. In contrast, purchased repairs (removal of damage markers) toindustrial complexes take effect immediately.

    Phase 3: Combat MoveMove as many of your units into as many hostile territories and hostile sea zones as youwish. Movement into a hostile territory counts as combat movement, whether that territory is occupied or not. You can moveinto a single hostile space from different spaces, as long as each moving unit can reach that space with a legal move.

    You may move units through friendly spaces en route to hostile spaces during this phase. However, units cannot end theirmove in friendly spaces during the Combat Move phase except in four instances:

    If you move all of your units out of a space you control, you still retain control of that space until the enemy moves into and

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    In this example, a Japanese destroyer is

    present, so the submarines have to stoptheir movement and attack.

    independentlcarrier to a

    territory this carrier moves

    a transport,still in a spac

    during the NoMove ph

    Sea units other than submarines must end their movement when theyencounter enemy units. The destroyer must st op in this zone, however, thesubmarine can pass through safely since the enemy unit is not a destroyer.

    Units cannotmove into

    neutralterritories.

    Amphibious assault movement occurs during the Combat Move phase. After yourtransport loads units, your battleship must destroy the enemy destroyer in sea combat

    If there had been only defending submarines and/or transports, the attacking U.S.player could have ignored those units, or could have conducted sea combat.

    Submarines can move through or into a hostile sea zonecontaining enemy warships without attacking.

    Moving transports and any accompanying units into a seazone from which you plan to make an amphibious assaultcounts as a combat move, even if there are no defendingsurface warships there.

    During the Conduct Combat phase, you can only launchamphibious assaults that you announced during this phase.(See Conduct Combat: Amphibious Assaults, pg. 17.)

    Special Combat MovementA number of units can make special moves during thisphase. These are described in detail below. (For completeinformation on each combat units capabilities, see UnitProles, pg. 24.)

    Aircraft CarriersAny ghters belonging to an aircraft carrier launch beforethe carrier moves and move independently of the carrier.These ghters can make a combat move from the carrierssea zone, or they can remain in the sea zone until the NoncombatMove phase.

    Guest ghters belonging to a friendly power on board anotherpowers carrier must remain on board as cargo if the carrier movesin combat. They cannot take part in combat and are destroyed if thecarrier is destroyed.

    Whether it moves during the Combat Move or Noncombat Movephase, an aircraft carrier allows friendly ghters to land on it in thesea zone where it nishes its move.

    SubmarinesSubmarines are capable of moving undetected due to

    their ability to submerge. For this reason, they havespecial movement rules. A submarine may movethrough or into a sea zone containing enemy warshipsduring either the Combat Move or Noncombat Movephase. Unlike other sea units, a submarine may end itsnoncombat movement in a hostile sea zone. However,if a submarine enters a sea zone containing an enemydestroyer, its movement ends immediately.

    This ability of submarines to avoid detectionalso allows enemy ships to ignore theirpresence. Any sea zone that containsonly enemy submarines does not stop themovement of a sea unit. Sea units endingtheir combat movement in a sea zonecontaining only enemy submarines maychoose to attack them or not. Sea units mayalso end their noncombat movement in a seazone containing only enemy submarines.

    controls it (the space remains in control of the power that controlled it at the start of the turn).

    Units cannot move into or through neutral territories.

    Units from the same side can freely shareterritories, sea zones, and space on aircraftcarriers and transports with one another.These shared events must be agreed uponby both powers.

    All combat movement is considered to takeplace at the same time: Thus, you cannotmove a unit, then conduct combat, thenmove that unit again during this phase.You cannot move additional units into anembattled space once an attack has begun.

    A land or sea unit may move a number of spaces up to its move value. Most units must stop when they enter a hostile space.Thus, a unit with a move value of 2 could move into a friendly space and then a hostile space, or just into a hostile space.

    An enemy submarine and/or transport does not block any of your units movement, nor does it prevent loading or ofoadingin that sea zone. You are not required to attack an enemy submarine or transport that shares a sea zone with you if that seazone contains only enemy submarines and/or transports.

    Sea Units Starting in Hostile Sea ZonesAt the beginning of the Combat Move phase, you may already have sea units in spaces containing enemy units that werethere at the start of your turn. For example, an enemy may have built new sea units in a sea zone where you have ships. Whenyour turn comes around again, you are sharing a sea zone with enemy forces.

    If you are sharing a sea zone with enemy surface warships (not submarines and/or transports), this situation requires you todo one of the following:

    Once these sea units have moved and/or participated in combat, they cannot move or participate in the Noncombat Movephase of the turn. You cannot load units while in the original contested sea zone.

    Air UnitsAn air unit that moves in this phase must reserve part of its move value for the Noncombat Move phase, at which point itmust return to a safe landing spot using its remaining move.

    An air units movement in any complete turn is limited to its total move value. Thus, a bomber with a normal move value of 6 cannot move six spaces to get to a hostile space. It must save at least one movement point to get to a neighboring friendlyterritory where it can land. A ghter can move its full four spaces to attack instead of saving movement, but only if a carriercould be there by the conclusion of the Mobilize New Units phase. (See Unit Proles: Air Units, pg. 26.)

    Air units attacking territories with antiaircraft guns will be red upon. (See Unit Proles: Antiaircraft Guns, pg. 25.)

    Amphibious AssaultsIf you want to make any amphibiousassaults during the Conduct Combatphase, you announce your intentto do so during this phase. Anamphibious assault takes place whenyou attack a coastal territory from anon-hostile sea zone by ofoadingland units from transports into thattarget territory (or make a jointattack with both seaborne units thatare ofoading and other units).

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    You can blitz a tank through two territories if the You must stop the tanks movement when itencounters any enemy units, including antiaircraft

    guns and industrial complexes.

    When the bombers make a raid against theindustrial complex, the antiaircraft gun in

    that territory makes an attack against eachbomber doing so. A roll of 1 destroys thebomber on the left. The surviving bomber

    then makes an attack against the industrialcomplex, getting a 3 on the roll for 3 damage.

    After a successful seacombat, the U.S.

    and infantry against theone German i nfantryAt this point, the unit

    move to the battle boarto see who wins the

    combat. The tank has anattack value of 3, and thattacking infantry has aattack value of 1, whilthe defending infantry

    defense value is 2.

    1. Strategic Bombing RaidsDuring this step, you may bomb the enemys industrial complexes with yourbombers. A strategic bombing raid is an economic attack. The attacking bomberswill cause a number of points of damage to the target complexes equal to thetotal rolled on the dice used for the attack.

    After resolving any antiaircraft re (see Unit Proles: Antiaircraft Guns, pg.25), surviving bombers each roll one die (or two dice for heavy bombers). Thetotal rolled on the dice is the number of damage markers that are placed underthe attacked industrial complex. An industrial complex cannot receive more totaldamage than twice the IPC value of the territory on which it is located. Anyexcess damage is not applied.

    A bomber that performed a strategic bombing raid cannot participate in any othercombat this turn and must return to a friendly territory during the NoncombatMove phase.

    2. Amphibious AssaultsDuring this step you will resolve eachamphibious assault you announced duringthe Combat Move phase. If you did notannounce an amphibious assault, go toGeneral Combat (see pg. 18).

    Amphibious Assault Sequence

    1. Sea combat

    2. Battleship & cruiser bombardment

    3. Land combat

    Step 1. Sea Combat: If there aredefending warships, sea combat must

    occur. If there are only defendingsubmarines and/or transports, the attackermay choose to ignore those units or conduct sea combat.

    If sea combat occurs, all attacking sea units must participate in the battle. Conduct the sea combat using the rules forGeneral Combat (see pg. 18), then go to step 3 (land combat).

    If no sea combat occurs, go to step 2 (bombardment).

    Step 2. Battleship & Cruiser Bombardment: If there was NOT a combat in the sea zone from which you are ofoadingunits from transports, any accompanying battleships and cruisers may bombard the coastal territory being attacked. Thenumber of ships that can make bombardment attacks is limited to one ship per land unit being ofoaded from the transportsin that coastal territory. Destroying transports counts as a combat.

    Roll one die for each battleship and cruiser. Battleships hit on a 4 or less, and cruisers hit on a 3 or less (their attack numbers). For each hit, the defender moves a defending unit to the casualty zone of the battle board (used for land combat,below). These casualties will be able to defend during the land combat step before they are eliminated.

    Each battleship or cruiser can only bombard one coastal territory per turn.

    Step 3. Land Combat: If the sea zone has been cleared of all defending enemy warships except submarines and transports,and the attacker still has land units committed to the coastal territory, move all attacking and defending units to the battleboard and conduct combat using the general combat rules (on the next page). Remember to put casualties from bombardment(if any) in the casualty zone.

    Attacking land units can come from the ocean (seaborne), and they can come from neighboring territories that are adjacent tothe attacked territory. Any land units ofoading from a single transport can only be ofoaded into a single hostile territory.

    If no land units (carried as cargo) survived the sea combat, or if the attacking sea units withdrew from the sea combat, thenany other units that were designated to participate in the land attack (including air units) must still conduct one round of landcombat in a regular attack on the intended hostile territory before they can retreat.

    Tanks and BlitzingA tank can blitz by moving through an unoccupied hostile territory as the rst part of a move that can end in a friendlyor hostile territory. The complete move must occur during the Combat Move phase. The tank establishes control of the rstterritory (place one of your control markers there) before it moves to the next.

    Remember to adjust the national production levels as you blitz. A tank that encounters enemy units in the rst territory itenters must stop there, even if the unit is an antiaircraft gun or an industrial complex.

    TransportsIf a transport encounters hostile surface warships (not enemy submarines and/or transports) AFTER it begins to move (notcounting the sea zone it started in), its movement for that turn ends, and it must stop there and conduct sea combat.

    A transport may load units while in any friendly sea zone along its route, including the sea zone it started in. If a transportloads land units during the Combat Move phase, it must ofoad those units to attack a hostile territory as part of anamphibious assault during the Conduct Combat phase or it must retreat during sea combat. A transport that is part of anamphibious assault must end its movement in a friendly sea zone (or one that will become friendly as a result of sea combat)from which it can conduct the assault.

    Any land units aboard a transport are considered cargo until they ofoad. Cargo cannot take part in sea combat and isdestroyed if the transport is destroyed.

    Any units can pass through a sea zone containing only transports during the Combat Move phase. However, if a warshipchooses to sink an unescorted transport, that warship must end its move in that sea zone.

    Phase 4: Conduct CombatIn this phase, you conduct combat against opposing units using the following sequence:

    Combat Sequence

    1. Strategic bombing raids

    2. Amphibious assaults

    3. General combat

    A number of units have special rules that modify or overwrite the combat rules in this section. See Unit Proles, pg. 24, forcombat rules associated with each type of unit.

    At no time may an Allies power attack another Allies power, or an Axis power attack another Axis power.

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    The attacking units come from t wo territories. All units are moved to the battle board.

    the attacker may choose to retreat.

    After one round of attacks, the attacking player decides to retreat,

    but the destroyer must retreat to one of the sea zones theattacking forces came from.

    Defenseless Transports: In a sbattle, if the defender has only transportremaining and the attacker still has unit

    capable of attacking, the defendingtransports are all destroyed, along withtheir cargo. You do not have to continurolling dice until all the transports recei

    hitsthis will speed up combats.This also occurs if the defender has onltransports and submerged submarines

    remaining, and the attacker has onlyair units remaining. The air units and

    submarines cannot hit each other, so thetransports are defenseless. At this pointdefenseless transports are all destroyed,

    along with their cargo. Attackingtransports are never considered

    defenseless, since they have the option

    destroying defenseless transports inthis way still counts as combat for thepurpose of offshore bombardment and

    similar rules.

    If the attacker does not have any attacking land units left, or if the attacking eet is eliminated, the amphibious assault is over.

    Keep the attacking overland land units and seaborne land units separated on the battle board. Attacking seaborne units cannotretreat. Attacking overland land units and aircraft can retreat (between rounds of combat). All attacking overland land unitsmust retreat together as a group. They can only retreat to where at least one of them originated. They must all retreat at thesame time and to the same place. A retreat may happen at the conclusion of any round of combat.

    Attacking air units, whether involved in the sea combat or the attack on the coastal territory, may retreat according to the normalrules (they land during the Noncombat Move phase). If they do so, the attacking air units must all disengage at the same time.

    Air units and overland units (if any) must retreat at the same time.

    Air Units: Each attacking air unit may participate in the sea battle or the attack on the coastal territory; it cannot do both.The attacking player must declare which air units are involved in each part of the attack and cannot change their assignmentslater. At the end of the amphibious assault, all aircraft remain in place; they will land during the Noncombat Move phase.

    Air units defending in a territory can only ght in that territory. They cannot participate in the sea combat.

    3. General CombatIn this step, you resolve combat in each space that contains your units and enemy units.

    Combat is resolved by ring (rolling dice) according to a standard sequence. Combat in each space takes place at the same time,but each affected territory or sea zone is resolved separately and completely before resolving combat in the next contested space.The attacker decides the order of spaces in which each combat occurs. No new units may enter as reinforcements once combathas begun.

    Attacking and defending units in each space are considered to re at the same time, but for ease of play you roll dice insequence: attacker rst, then defender.

    General Combat Sequence

    1. Place units on battle board 4. Remove defenders casualties

    2. Attacking units re 5. Press attack or retreat

    3. Defending units re 6. Conclude combat

    Step 1. Place Units on

    Battle BoardThe battle board has twosides, labeled Attackerand Defender. Placeall your attacking unitsand all defending unitsfrom the battle ontotheir respective sides, inthe numbered columnsthat contain those unitsnames and silhouettes.The number in a unitscolumn identies thatunits attack or defensevalue. An attackinginfantrys attack valueis 1, for example, and adefending infantry is 2.

    In a sea battle, place any cargo (whether your own units or an allys) beside the transport ship that is carrying it. Cargo doesnot roll, nor can it take a hit. It is lost with the transport carrying it if that unit is destroyed.

    If you are attacking into a sea zone that contains friendly units, your allys units are not brought onto the battle board,but remain out of play for this turn.

    Step 2. Attacking Units Fire

    Submarines have the Surprise Strike ability. Both attacking and defending submarines re before other combat units during asea battle. (See Surprise Strike in Unit Proles: Submarines, pg. 30.)

    Roll one die for each attacking unit with an attack value. Roll for units with the sameattack value at the same time. For example, roll all units with an attack value of 3 atthe same time.

    An attacking unit scores a hit if you roll its attack value or less.

    After the attacking player has rolled for all attacking units, the defender chooses one unitfor each hit scored and moves it to the casualty zone. (It will return re in the next stepof combat.)

    Step 3. Defending Units Fire

    Defending submarines will have already red using their Surprise Strike abilitymentioned in Step 2. All the units on the defenders side roll one die for each unit with adefense value (including units in the casualty zone). Roll for units with the same defense

    value at the same time.A defending unit scores a hit if you roll its defense value or less.

    After the defender has rolled for each defending unit, the attacker chooses one unit foreach hit scored and removes it from play, returning it to the storage tray.

    Step 4. Remove Defenders Casualties

    Remove the defenders units in the casualty zone from play, returning them to thestorage tray.

    Step 5. Press Attack or Retreat

    Combat rounds (steps 14) continue unless one of the following two conditions occurs(in this order):

    Condition AAttacker and/or DefenderLoses All Units

    Once all units with combat values on one or bothsides have been destroyed, the combat ends.

    If a player has combat units remaining on thebattle board, that player wins the combat. Playersthat have units remaining on the battle boardreturn those units to the contested space on thegame board.

    In a sea battle, if both sides have only transportsremaining, the attackers transports may remainin the contested sea zone or retreat per the rulesin Condition B below.

    Condition BAttacker Retreats

    The attacker (never the defender) can retreat duringthis step. Move all attacking land and sea units in thatcombat on the battle board to a single adjacent friendlyspace from which at least one of the attacking unitsmoved. In the case of sea units, that space must have

    been friendly at the start of the turn. All such unitsmust retreat together to the same territory, regardlessof where they came from.

    Retreating air units remain in the contested space temporarily. They complete their retreat movement during the NoncombatMove phase using the same rules as an air unit involved in a successful battle.

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    Step 6. Conclude Combat

    If you win a combat as the attacker in a territory and youhave one or more surviving land units there, you takecontrol of it. Otherwise, it remains in the defenders control.(If all units on both sides were destroyed, the territoryremains in the defenders control.) Sea units cannot takecontrol of a territory; they must stay at sea.

    Air units cannot capture a territory. If your attack forcehas only air units remaining, you cannot occupy theterritory you attacked, even if there are no enemy unitsremaining. Air units must return to a friendly territory(ghters may also land on a friendly carrier). They do soduring the Noncombat Move phase. Until then, they stay

    at the space where they fought.Remove surviving land units from the battle board and place them in the newly conquered territory. Place your controlmarker on the territory. (Note, if you are playing in the 1942 scenario, place you marker on top of the original controlmarker; do not remove it). Adjust the control markers on the national production chart. Your national production increasesby the value of the captured territory; the losers production decreases by the same amount.

    An antiaircraft gun or industrial complex in the captured territory remains there but now belongs to your side (see Liberatinga Territory, below). If you capture an antiaircraft gun, you cannot move it in the Noncombat Move phase of the same turn. If you capture an industrial complex, you cannot mobilize new units there until your next turn.

    Liberating a TerritoryIf you capture a territory that was originally controlled by another member of your side, you liberate the territory. Youdo not take control of it; instead, the original controller regains the territory and its income. Antiaircraft guns or industrialcomplexes in that territory revert to the original controller of the territory.

    If the original controllers capital is in enemy hands at the end of the turn in which you would otherwise have liberated theterritory, you capture the territory, collect income from the newly captured territory, and use any industrial complex thereuntil the original controllers capital is liberated. You also take ownership of any antiaircraft gun in that territory.

    Capturing and Liberating CapitalsIf you capture a territory containing an enemy capital (Washington, Moscow, London, Berlin, Rome, or Tokyo), follow thesame rules as for capturing a territory. Add the captured territorys income value to your national production.

    In addition, you collect all unspent IPCs from the original owner of the captured capital (but not subsequent powerscontrolling that capital). For example, if Germany conquers Moscow while the Soviet Unions player is holding 18 IPCs,those IPCs are immediately transferred to Germanys player. But if the United Kingdoms player then takes Moscow, thatplayer would not collect IPCs from Germanys player.

    The original owner of the captured capital is still in the game but cannot collect income from any territories he or she stillcontrols and cannot buy new units and/or research technologies until the capital is liberated. That player skips all but theCombat Move, Conduct Combat, and Noncombat Move phases. If that power or one on its side liberates the capital, theoriginal owner can once again collect income from territories he or she controls, including territories reverting control to himor her.

    If a capital is liberated, the industrial complex and any antiaircraft guns in that capital territory revert ownership to theoriginal owner of the capital. Territories and industrial complexes that are controlled by the newly liberated capitals ownerbut are in the hands of friendly powers also revert ownership. Antiaircraft guns outside the newly liberated capital territoryremain under their pre-liberation ownership.

    Capturing a Victory CityWhen you capture a territory containing an enemy victory city, take possession of its corresponding victory city token.

    If at the end of the round after the U.S. players turn your side controls enough victory cities to achieve the victory conditionyou decided upon at the start of the game, your side wins.

    Multinational ForcesUnits on the same side can share a territory or sea zone, constituting a multinational force. Such forces can defend together,but they cannot attack together. (This does not mean powers can share income; only the power that controls a territorycollects income for that territory.)

    A multinational force cannot attack the same space together. Any units in a sea zone in which a battle occurs that belong toan ally of the attacker cannot participate in the battle in any way. Such units cannot be taken as losses in the sea combat andhave no effect on defending submarines. Each attacking power moves and res its own units on its own turn.

    An attacking ghter may launch from an aircraft carrier owned by an ally, but the allys carrier cannot move until itscontrollers turn. Similarly, an attacking carrier can carry an allys ghter as cargo, but the allys ghter cannot participate inan attack by that carrier.

    An attacking land unit can assault a coastal territory from an allys transport, but only on the attacking land unit owners turn.

    Multinational Defense: When a space containing a multinational force is attacked, all its units defend together. The attackerres rst as usual. If a hit is scored, the defenders mutually determine the casualty. If they cannot agree, the attacker chooses.Each defender rolls separately for his or her units.

    Transporting Multinational Forces: Transports belonging to a friendly power can load and ofoad your land units. This isa three-step process:

    1. You load your land units aboard the friendly transport on your turn.

    2. The transports controller moves it (or not) on that players turn.

    3. You ofoad your land units on your next turn.

    Phase 5: Noncombat MoveIn this phase, you can move any of your units that did not move in the Combat Move phase or participate in combat duringyour turn. This is a good time to gather your units, either to strengthen vulnerable territories or to reinforce units at the front.You will also land all your aircraft that participated in and survived the Conduct Combat phase.

    Only aircraft and submarines may move through hostile spaces during this phase.

    Where Units Can MoveLand Units: Land units can move into any friendly territories. They cannot move into hostile territories (not even those thatcontain no combat units but are enemy-controlled). Note, this is the only phase in which antiaircraft guns can move.

    Air Units: An air unit must end its move in an eligible landing space. Bombers and ghters may land in any territory thatwas friendly at the start of your turn.

    Only ghters may land in a sea zone with a friendly carrier present. A landing spot must be available on the carrier.Additionally:

    an aircraft carrier that you previously purchased in that zone.

    would end its noncombat movement in a sea zone. You cannot deliberately move any air unit out of rangeof a potential safe landing space.

    Aircraft that cannot move to an eligible landing space by the end of the Noncombat Move phase are destroyed.

    Neither bombers nor ghters may land in any territory that was hostile at the start of your turn, including any territory thatwas just captured by you this turn.

    Sea Units: Sea units can move through any friendly sea zone. They cannot move into or through hostile sea zones.

    Transports can move to friendly coastal territories and load or ofoad cargo, unless they loaded, moved, or ofoaded duringthe Combat Move or Conduct Combat phase.

    Aircraft carriers can move to sea zones to allow friendly ghters to land. They must move there if they did not move in theCombat Move phase and the friendly sea zone is the only valid landing zone for the ghters. An aircraft carrier must end itsmove once a ghter has landed on it.

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    Phase 6: Mobilize New UnitsMove the newly purchased units from the mobilization zone on the game board to eligible spaces you have controlledsince the start of your turn, with the following exceptions (below). You cannot yet use industrial complexes that youcaptured this turn.

    Restrictions on PlacementFor each industrial complex, you can mobilize only as many units as the IPC income value of the territory containingthe industrial complex. This limit includes units mobilized in sea zones adjacent to the industrial complex. For example,Germany can mobilize 10 units.

    Each damage marker under an industrial complex means one less new unit can enter the game at that factory.

    You cannot place your new units at an industrial complex owned by a friendly power, unless that powers capital is inenemy control and you have taken control of the industrial complex from an enemy power after the friendly powers

    capital was captured.Place land units and bombers only in territories containing eligible industrial complexes. Land units cannot enter playon transports.

    Place sea units only in sea zones adjacent to territories containing eligible industrial complexes. New sea units can enterplay even in a hostile sea zone. No combat occurs because the Conduct Combat phase is over.

    Place ghters into territories containing an industrial complex controlled by your power from the start of your turn, oron an aircraft carrier owned by your power in a sea zone adjacent to a territory with such an industrial complex. Theaircraft carrier may be either a new one or an existing one already in place. You cannot place a new ghter on a carrierowned by a friendly power.

    Place new industrial complexes in any territory that you have controlled since the start of your turn and that has an incomevalue of at least 1. You cannot have more than one industrial complex per territory.

    If you do not place some of your units the turn you purchase them, they are not lost. You can place them on one of yourfuture turns during your Mobilize New Units phase.

    Phase 7: Collect IncomeIn this phase, you earn production income to nance future attacks and strategies. Look up your powers nationalproduction level (indicated by your control marker) on the national production chart and collect that number of IPCs fromthe bank.

    If your capital is under an enemy powers control, you cannot collect income nor can you collect bonus income. A powercannot lend or give IPCs to another power, even if both powers are on the same side.

    In addition, you may have reached your national objectives. A power reaching its national objectives is experiencing anuplifting positive effect across the boardhigher morale coupled with renewed vigor. This awards your economy an extraboost of 5 or more IPCs per turn and is called bonus income.

    National Objectives & Bonus IncomeNote: This is an optional ruleplayers should decide whether or not this rule will be included in their game.

    While the goal of the game is to capture victory cities, each power also has an objective related to its historic objectives.These objectives, if achieved, will grant you bonus income.

    The Allies, especially the United States and the United Kingdom, seemed able to meld their individual objectives into onecommon causethe complete and unconditional surrender of the Axis. This was also the ofcial position of the SovietUnion, but unlike the United States and the United Kingdom, the Soviets had world communism in mind as well.

    Germany had its Lebensraum, Japans was The Greater East Asia Co-Prosperity Sphere, and Italys stated objective

    was turning the Mediterranean Sea and the territories that border it into Mare Nostrum.In recognition of these known national objectives, each country that reaches its individual national objectives will receive abonus sum of IPCs each turn.

    Here are the national objectives for each power and their income bonus (also shown on the back of each national setup chart):

    Axis Powers

    The United States: The Arsenal of Democracy

    The United States was not alwaysthe industrial giant that it suddenlybecame. The conversion from a

    peacetime industry to a wartimeone was done practically overnight.

    Nonetheless, the reality of thishistorical phenomenon proved tobe one of the undeniable strategicrealities of World War II.

    control all of the followingterritories: Western United States,Central United States, and EasternUnited States.

    control the Philippine Islands.

    control France.

    control at least three of thefollowing territories: Midway,Wake Island, Hawaiian Islands,and/or Solomon Islands.

    Allies PowersThe United Kingdom: The BritishEmpire

    At the time the war broke out, theUnited Kingdom had stretched itsempire around the world. But theempire was stretched thin and wastrying to retain its control on its old centers of power.

    control all of the followingterritories: Eastern Canada,Western Canada, Gibraltar, Egypt,Australia, and Union of SouthAfrica.

    control any territory originallyunder Japans control.

    control at least one of thefollowing territories: Franceand/or Balkans.

    Soviet Union: The Great PatrioticWar

    In June of 1941, Germany launched Operation Barbarossa. German

    forces soon laid seige to Leningrad and stood within sight of the Kremlin.

    As Russias fear of foreign invasiongrew, a security buffer of foreignterritory became a Soviet objective.

    control at least three of thefollowing territories: Norway,Finland, Poland, Bulgaria/ Romania, Czechoslovakia/ Hungary, and/or Balkans.

    forces are present in a territorycontrolled by the Soviet Unionand if the Soviets controlArchangel.

    Germany: Lebensraum

    Living Space. Extra space wasneeded for the growth of the German

    population for a greater Germany.This space would be found in the East.

    control all of the followingterritories: France, NorthwesternEurope, Germany,Czechoslovakia/Hungary,Bulgaria/Romania, and Poland.

    control at least three of thefollowing territories: Baltic States,East Poland, Ukraine, EasternUkraine, and/or Belorussia.

    control at least one of thefollowing territories: KareliaS.S.R. and/or Caucasus.

    Japan: The Greater East Asia Co-Prosperity Sphere

    Asia for the Asians. The stated objective was to create a self-sufcient block of Asian nations led by the Japanese and free of WesternPowers.

    control all of the followingterritories: Manchuria, Kiangsu,and French Indo-China/Thailand.

    control at least four of thefollowing territories: Kwangtung,East Indies, Borneo, PhilippineIslands, New Guinea, and/orSolomon Islands.

    at least one of the followingterritories: Hawaiian Islands,Australia, and/or India.

    Italy: Mare Nostrum

    Our Sea. Mussolini wanted tore-establish the greatness of the

    Roman Empire. This could best bedemonstrated by controlling theentire Mediterranean Sea.

    control all of the followingterritories: Italy, Balkans,Morocco/Algeria, and Libya,and no enemy surface warshipsare in sea zones 13, 14, and 15.(See Sea Units, pg. 28 for

    information on surface warships.)

    control at least three of thefollowing territories: Egypt,Trans-Jordan, France, and/orGibraltar.

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    UNIT PROFILESThis section provides detailed information for each unit in the game. Each entry has a short description, then lists the unitscost in IPCs and its attack, defense, and move values. Each unit type also has special abilities, which are summarized belowits statistics. The following proles do not take into account any special abilities attributed to the different units as a result of weapons development.

    Land UnitsInfantry, artillery, tanks, and antiaircraft guns can attack and/or defend only in territories. Only infantry, artillery, and tankscan capture hostile territories. All but industrial complexes can be carried by transports. Industrial complexes are located interritories but cannot move, attack, defend, or be transported.

    InfantryDescription: Basic land units that are strong on defense.

    Cost: 3

    Attack: 1 (2 when supported by artillery)

    Defense: 2

    Move: 1

    Special Abilities

    Supported by Artillery: When an infantry unit attacks along with an artillery unit, the infantrys attack value increases from1 to 2. Each infantry must be matched one-for-one with a supporting artillery unit. If your infantry outnumber your artillery,the excess infantry units still have an attack value of 1. For example, if you attack with two artillery and ve infantry, two of your infantry have an attack value of 2, and the rest, 1. Infantry are not supported by artillery on defense.

    ArtilleryDescription: Provides extra punch and supports infantry attacks.

    Cost: 4

    Attack: 2

    Defense: 2

    Move: 1

    Special Abilities

    Support Infantry: When an infantry unit attacks along with an artillery unit, the infantrys attack value increases from 1 to 2.Each infantry must be matched one-for-one with a supporting artillery unit. Artillery does not support infantry on defense.

    TanksDescription: Heavy-hitting and fast-moving units.

    Cost: 5

    Attack: 3

    Defense: 3

    Move: 2

    Special Abilities

    Blitz: Tanks can blitz by moving through an unoccupied hostile territory as the rst part of a two-space move that canend in a friendly or hostile territory. This complete move must occur during the Combat Move phase. By blitzing, the tank establishes control of the rst territory before it moves to the next. The second territory can be friendly or hostile, or even theterritory the tank came from. A tank that encounters enemy units in the rst territory it enters must stop there, even if the unitis an antiaircraft gun or industrial complex.

    Antiaircraft GunsDescription: These units represent extensive antiaircraft defenses.

    Cost: 6

    Attack:

    Defense: 1

    Move: 1 (noncombat only)

    Special Abilities

    Limited Move: An antiaircraft gun cannot move during the Combat Move phase (other than being carried on a transport if theantiaircraft gun was loaded on a prior turn).

    Shoot Down Air Units: An antiaircraft gun may only re at an air unit when that unit attacks the territory containing thatantiaircraft gun. Antiaircraft guns re only during the rst round of combat and are then returned to the game board. Rollone die for each air unit doing so (if there is more than one antiaircraft gun in a territory, only one can re, even if theothers are controlled by different powers). On a roll of 1, that air unit is destroyed and immediately removed from thegame. If all the aircraft are the same, ghters or bombers, there is no need to differentiate them. However, if there is a mixof ghters and bombers, you must assign specic dice rolls to specic aircraft by indicating which aircraft is being rolled

    for and rolling the die. A roll of 1 destroys the specied aircraft. This special attack is made immediately before normalcombat occurs in the territory containing the antiaircraft gun.

    Subject to Capture: If a territory is captured, any antiaircraft guns there are also captured. Their new owner is the playercontrolling the territory at the end of that turn. They can be used by their new owner in future combat. Antiaircraft guns arenever destroyed, except when a transport carrying one is sunk. If you move an antiaircraft gun into a territory controlled by afriendly power, place one of your control markers under it.

    At the end of the United States players turn, check to see if either side has won the game based on the victory city conditionyou are playing to.

    Default Surrender with Honor 15

    Option 1 Projection 13

    Option 2 Total War 18

    If your side controls enough victory cities to achieve the preset victory condition, you all win the war.

    Otherwise, start a new turn and continue the conict.

    WINNING THE GAME

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    Industrial ComplexesDescription: These factories are a point of entry for newly produced units.

    Cost: 15

    Attack: N/A

    Defense: N/A

    Move: Cannot move.

    Special Abilities

    Cannot Attack, Defend, or Move: An industrial complex cannot attack, defend, or move. It cannot be transported. It is notplaced on the battle board.

    Mobilization Sites: You may mobilize units only in territories containing industrial complexes you have controlled since thestart of your turn. You can mobilize only a number of units up to the income value of the territory containing the industrialcomplex (for example, an industrial complex built in Eastern Canada may mobilize up to three units per turn). You can placenew industrial complexes in any territory that you have controlled since the start of your turn and that has an income value of at least 1. There cannot be more than one industrial complex per territory.

    Damaged Factories (Industrial Complexes): Bombers and rockets can damage industrial complexes directly. Damage markersare placed under the targeted industrial complex. For each damage marker that is under a given industrial complex, one lessunit can be mobilized by that factory. Total damage to an industrial complex cannot exceed twice the IPC value of the territoryon which the factory is located. Industrial complexes are never destroyed. They can be heavily damaged, however, and can bedamaged to the point where they have at least as many damage markers as they have production ability. In this case, no newunits can enter the game through that factory until it is repaired.

    Damage markers can be removed at a cost of 1 IPC each. These repairs are paid for (and the damage markers are removed)during the Purchase Units phase of the turn.

    Usable by Invading Forces: If a territory is captured, an industrial complex there is also captured. The capturing player canuse it on the turn after it is captured, but any existing damage markers remain under the industrial complex.

    You cannot place your new units at an industrial complex owned by a friendly power, unless that powers capital is in enemyhands. Even if you liberate a territory with an industrial complex in it, you cannot use the complex; the original controllercan use it on his or her next turn.

    Air UnitsFighters and bombers can attack and defend in territories. Both can attack in sea zones. Fighters stationed on carriers candefend in sea zones. Both can land only in friendly territories and ghters can land on friendly aircraft carriers. Your airunits cannot land in territories you just captured, whether they were involved in the combat or not. Air units can movethrough hostile territories and sea zones as if they were friendly. However, they are exposed to antiaircraft re during combatwhenever they attack a hostile territory that contains an antiaircraft gun.

    To determine range, count each space your air unit enters after takeoff. When moving over water from a coastal territoryor an island group, count the rst sea zone entered as one space. When ying to an island group, count the surrounding seazone and the island group itself as one space each. (An island is considered a territory within a sea zone; air units based onan island cannot defend the surrounding sea zone.) When moving a ghter from a carrier, do not count the carriers sea zoneas the rst spaceyour ghter is in that sea zone. To participate in combat, a ghter must take off from its carrier before thecarrier moves, otherwise it is cargo.

    You cannot send air units on suicide runs, deliberately moving them into combat with no place to land afterward. If thereis any question about whether an attack is a suicide run, then in the Combat Move phase, you must declare, prior to rollingany battles, some possible way (however remote the possibility is) for all your attacking air units to land safely that turn.This could include a combination of combat moves. It could also include noncombat moves by a carrier. If it does includenoncombat moves by a carrier, then the carrier cannot move in the Combat Move phase.In order to demonstrate that an air unit MAY have a safe landing zone, you may assume that all of your attacking rolls willbe hits, and all defending rolls will be misses. You cannot, however, use a planned retreat of any carrier to demonstrate apossible safe landing zone for any ghter.

    If you declared that a carrier will move during the Noncombat Move phase to provide a safe landing zone for a ghter movedin the Combat Move phase, you must follow through and move the carrier to its planned location in the Noncombat Movephase unless the ghter has landed safely elsewhere or has been destroyed before then.

    FightersDescription: These basic air units have strong defense and considerable range.

    Cost: 10

    Attack: 3

    Defense: 4

    Move: 4

    Special Abilities

    Land on Aircraft Carriers: Fighters can be carried by aircraft carriers. Up to two ghters can be on a friendly aircraft carrierat a time. A ghter must be launched from the carriers initial position to participate in combat this turn. However, it mayland on a carrier in the Noncombat Move phase (even if retreating) or during any other noncombat move. (A ghter cannot

    land on a carrier during the carriers movement.) Your aircraft carrier can move to a sea zone where one of your ghters hasended its move (and in fact, it must do so if it is able) but cannot move any farther that turn.

    A ghter based on a defending carrier that is destroyed in combat must try to land. It must land on a different friendly carrierin the same sea zone, move one space to a friendly territory or aircraft carrier, or be destroyed. This movement occurs afterall of the attackers combats have been resolved and before the attackers Noncombat Move phase begins.

    Each of your ghters based on your attacking carrier launches before combat (even if it is not participating in combat) andcan retreat to a friendly territory or carrier within range if it survives combat. If any ghter is not in an eligible landing spaceby the end of the Noncombat Move phase, it is destroyed. (Note that an eligible landing space may include a sea zone inwhich a new carrier will be placed in the Mobilize New Units phase, as long as there is a landing space available on it.)

    BombersDescription: These aircraft are major offensive weapons with long-range capabilities.

    Cost: 12

    Attack: 4

    Defense: 1

    Move: 6

    Special Abilities

    Strategic Bombing Raids: A bomber can make an economic attack against an enemy industrial complex. During the strategicbombing raid step of the Conduct Combat phase, bombers that survive any antiaircraft re may attack the industrial complex.Roll one die for each surviving bomber. The bombers will cause a number of points of damage to the industrial complexequal to the total rolled on the dice. The maximum total damage strategic bombing raids can inict on one industrial complexis twice the territorys IPC value.

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    Sea UnitsBattleships, aircraft carriers, cruisers, destroyers, transports, and submarines move, attack, and defend in sea zones. Theycannot move into territories. For the sake of these rules, the following are surface warships: battleships, carriers, cruisers, anddestroyers. Transports are not part of the group called warships. Submarines are warships, but they are not surface warships.

    All sea units can move up to two friendly sea zones. They cannot move into or through hostile sea zones. If enemy units otherthan submarines and transports occupy a sea zone, the sea zone is hostile and your sea units end their movement and entercombat. Submarines are an exception: They can pass through a hostile sea zone without stopping, unless there is an enemydestroyer present (see Destroyers, pg. 29).

    Some sea units can carry other units. Transports can carry only land units. Aircraft carriers can carry up to two ghters.

    BattleshipsDescription: These units are the strongest and most durable warships.

    Cost: 20

    Attack: 4

    Defense: 4

    Move: 2

    Special Abilities

    Two Hits to Destroy: A battleship requires two hits to destroy. If a battleship is hit, even by a submarines Surprise Strike ,turn it on its side to mark its damaged status but do not move it to the casualty zone of the battle board unless it takes asecond hit in the same combat. If a battleship survives a combat having taken one hit, return it upright to the game board.

    Offshore Bombardment: Your battleships and cruisers can conduct offshore bombardment during an amphibious assault.These battleships and cruisers must be in the same sea zone as the ofoading transport before they can conduct thisbombardment. Each battleship and cruiser res against enemy land units in the territory being attacked prior to land combat.Battleships and cruisers cannot conduct offshore bombardment if they were involved in a sea combat prior to the amphibiousassault and cannot conduct more than one bombardment per turn. The number of battleships and cruisers that can bombardduring an amphibious assault is limited to one ship per land unit being ofoaded from the transports in that coastal territory.

    Aircraft CarriersDescription: These are huge warships capable of carrying ghter aircraft.

    Cost: 14

    Attack: 1

    Defense: 2

    Move: 2

    Special Abilities

    Carry Fighters: An aircraft carrier can carry up to two ghters, including those belonging to friendly powers. Fighters fromfriendly powers can take off from and land on your carriers, but only during that powers turn. Any ghters belonging to theaircraft carrier owner move independently of the carrier. These ghters can make a combat move from the carriers originalsea zone, or they can remain in the original sea zone until the Noncombat Move phase. Fighters belonging to friendly powerson attacking carriers are always treated as cargo, since it is not their turn. Your aircraft carrier can move to or remain in a seazone where one of your ghters will end its noncombat move (and must do so if it is able).

    Fighter Defense: Whenever a carrier is attacked, its ghters (even those belonging to friendly powers) are considered to bedefending in the air and can be chosen as casualties rather than the carrier. (However, a ghter cannot be chosen as a casualty

    from a submarine hit, because submarines can attack only sea units.)

    CruisersDescription: These units are powerful yet inexpensive warships.

    Costs: 12

    Attack: 3

    Defense: 3

    Move: 2

    Special Abilities

    Offshore Bombardment: Your battleships and cruisers can conduct offshore bombardment during an amphibious assault.These battleships and cruisers must be in the same sea zone as the ofoading transport before they can conduct thisbombardment. Each battleship and cruiser res against enemy land units in the territory being attacked prior to land combat.Battleships and cruisers cannot conduct offshore bombardment if they were involved in a sea combat prior to the amphibiousassault and cannot conduct more than one bombardment per turn. The number of battleships and cruisers that can bombardduring an amphibious assault is limited to one ship per land unit being ofoaded from the transports in that coastal territory.

    DestroyersDescription: These units are effective warships with strong anti-submarine capabilities.

    Costs: 8

    Attack: 2

    Defense: 2

    Move: 2

    Special Abilities

    Anti-sub Vessel: If a destroyer is in the same space as one or more enemy submarines, it cancels the Submersible, SurpriseStrike, and Sub Movement special powers of those submarines (but not any powers gained through research & development).Additionally, your aircraft may attack enemy submarines.

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    SubmarinesDescription: These units are submersible warships with unique capabilities.

    Cost: 6

    Attack: 2

    Defense: 1

    Move: 2

    Special Abilities

    Submersible: Anytime a submarine would otherwise roll the die to attack or defend, it can submerge instead. This

    removes it from the combatit can no longer attack or take hits in that combat. Whenever a round of combat starts and asubmarine is in combat with only aircraft, it can submerge (before aircraft re).

    Surprise Strike: Submarines make their attack roll before any other units, and players must remove casualties hit bysubmarines before those units get a chance to make an attack or defense roll. This special attack only happens once at thestart of the attacking units re step. Then, the combat sequence continues normally. If both players have submarines, all thesubmarines get to re a surprise strike before taking casualties. Any hits made during this attack that do not destroy units(such as battleships) remain in effect until the end of the combat.

    How submarines conduct combat: If there is at least one defending destroyer on the battle board, attackingsubmarines cannot make a Surprise Strike. They will participate in combat during the attacking units re stepof the General Combat sequence. Otherwise, each attacking submarine may submerge or re. Remove eachsubmerging submarine from the battle board and place it on the game board in the contested sea zone. Rollone die for each remaining attacking submarine.

    After the attacking player has rolled for all attacking submarines, the defender chooses one sea unit(submarines cannot hit air units) for each hit scored and moves it to the casualty zone.

    If there is at least one attacking destroyer on the battle board, defending submarines will participate in combatduring the defending units re step of the General Combat sequence. Otherwise, each defending submarinemay submerge or re. Remove each submerging submarine from the battle board and place it on the gameboard in the contested sea zone. Roll one die for each remaining defending submarine.

    After the defending player has rolled for all defending submarines, the attacker chooses one sea unit(submarines cannot hit air units) for each hit scored and removes it from play.

    Finally, remove the defenders units in the casualty zone from play.

    Sub Movement: Units moving into a sea zone containing an enemy submarine ignore that submarine for purposes of movement. Also, submarines treat hostile sea zones as if they were friendly for purposes of movement. However, if a submarine enters a sea zone containing an enemy destroyer, its movement ends immediately. This stealth abilit