AMENDMENTS ON RULES FOR AXIS & ALLIES
This is version 06-18-99 of the rules. Click here to check version 03-31-99. All differences are in red.
Click here for a picture of the adjusted map.
Eastern Europe is adjacent to Karelia on North, Caucasus on East, Ukraine on South, Germany on West and has an access to Baltic Sea zone. The IPC value of the territory is 3. Ukraine is adjacent to Eastern Europe on the North, Caucasus on the East, Germany and Southern Europe on the West and has an access to Black Sea zone. The IPC value of the territory is 3. French West Africa and Madagascar are under German control at the beginning of the game. Mongolia is under Soviet control at the beginning of the game. Straits:
The passage through Bospor is forbidden to all naval units unless Turkey is controlled in time of passage. Gibraltar:
The side who controls Gibraltar may pass all type of vessels through it. The other side may send only submarines during non-combat phase of the turn. Skagerakk:
The side who controls Finland-Norway and Western Europe territories has free passage for all types of vessels. The side who controls only Western Europe may send submarines through straits. The side who controls only Finland-Norway may send submarines during non-combat phase of the turn only. The side who controls neither of above territories may not pass any vessels through the straits. Straits of Malacca:
The side who controls French Indochina-Burma territory has free passage for all types of vessels through Malaya Sea zone. The other side may enter (but not pass through) into Malaya Sea zone, except submarines which may pass during non-combat phase of the turn.
DEPLOYMENT OF UNITS
Changes in initial deployment:
See new reference charts for initial deployment of units.
3. WEAPONS DEVELOPMENT & UNIT PURCHASING
Additions and changes to possibilities of new weapons:
Jets: zeros and hellcats cannot became jets. Rockets: cause same damage as strategic bombers Super submarines: Cannot be attacked by bombers Long range aircraft: zeros and hellcats have range of 4 Weapons development is forbidden while capital is enemy controlled.
4. COMBAT MOVEMENT
Infantry may be transported by air transports (see Air Transports).
Paratroopers are special kind of infantry, which could be transported in attack by air transports. Paratroopers cost 4 IPCs and can be produced only at factory site. Once purchased, paratrooper keeps its status until the end of the game (unless destroyed). Paratroopers attack at "2" after drop.
Every air transport that begins its turn in the same territory as paratrooper may carry him in airborne assault.
Airborne assault procedure:
Air Transport takes off with paratrooper during combat movement that can’t be longer than 2 territories/sea zones. Before first round of battle, air transports may be shot down by antiaircraft fire over assaulted territory. In case of hit, both transport and paratrooper are removed from game. After antiaircraft fire, air transports are removed from battle board and placed on the game board. c) Marines:
US marines are special kind of infantry. They could be produced only in West US at factory site. They cost 4 IPCs each. Once purchased they remain marines until the end of the game (unless destroyed). They may be moved only by transports. Their attack at "2".
armor can attack only adjacent territories. In non-combat movement only armor can still move two territories.
e) SS units:
SS-units are special German formations that defend at "3". SS panzers cost 6 IPCs and SS infantry cost 5 IPCs. They could be produced only in Germany at factory site and can't be transported by sea or air.
f) Antiaircraft guns:
The number of AA guns in territory is limited by (IPC value of the territory – 1). AA guns cannot be moved. They can’t shoot during enemy combat movement phase. Every AA guns rolls one die in every round of battle. If enemy has captured territory with AA guns present, AA guns are considered destroyed and they have to be removed from the game. g) Industrial complexes:
Industrial complexes cost 4 times as their initial capacity. The maximum capacity of an industrial complex is limited with IPC value of the factory site. During game-play capacity may be decrease with bombardment. Initial capacity of the factory may be increased by spending 4 IPCs for every additional unit that can be built in that factory. The maximum total number of units, which may be raised at factory site, equals the current capacity of the industrial complex. (Exception: Home countries) If enemy has captured a territory with industrial complex, complex is considered destroyed in battle and removed from the game. AIR UNITS
Fighters cost 8 IPCs. They can’t land on allied carriers. Fighters (except for carrier fighters) may attack submarines only if subs attacked first. Fighters (except in air-to-air battles) may choose their targets prior to rolling the dice. Interceptors are considered as defenders, while escorts as attackers for the purpose of determining their strength. Combat range of fighters is two territories/sea zones. After the battle, fighters may use their remaining movement to land. Fighters may defend naval units in adjacent sea zone. b) Zeroes and Hellcats:
Carrier fighters cost 6 IPCs and have a range of 3 and combat range of 2. They could be produced if carrier with enough space is present in Japan Sea zone (for Japan) or in West US Sea zone (for US) at the Placement of New Units phase. They can’t land on ground. Carrier fighters may attack submarines
Bombers cost 12 IPCs. In air battles bomber’s strength is "1". Bombers can’t participate in land combat nor attack surface naval units. Bombers may attack submarines. In defence bombers perform tactical bombing before the first round of battle. Defense may attach as escorts only those fighters that are placed on attacked territory. Attacker may intercept with all fighters that were sent into attack. The air to air battle lasts for one round, interceptors hit at "4", escorts hit at "3". Combat range of bomber is "3". Tactical bombing:
Tactical bombing is the only action bombers may perform against enemy units on ground. Each bomber may attack any enemy territory that comprises at least one unit.
1. Air combat procedure:
Bombers announce which territory they are going to attack. Attacker’s fighters with enough range announce whether they will escort the bombers. Defender’s fighters at attacked territory decide whether they would intercept. Air combat lasts for one round. Attacker’s planes withdraw according to remaining range, while interceptors land at factory site. Antiaircraft guns fire at bombers (see section about AA guns for details). 2. Bombing
Each bomber rolls one die. For each hit scored, defender removes one ground unit or unscrambled plane.
Additions and changes to strategic bombing rules:
Each strategic bombing may be accompanied with air combat that is fought following the same procedure as with tactical bombing.
Surviving bombers roll dice. Total number rolled equals the amount of IPCs which defender has to give to bank. Also, if total is equal 1 or 2, one damage marker (national counter can work) has to be put under the factory, in case of 3 or 4 two markers, 5 or 6 three markers etc (in case of more than one bomber present). For every damage marker present, factory’s capacity drops by one. If the number of damage markers reaches the IPC value of the territory, complex is considered destroyed and is removed from the game. Damage markers are removed at the end of owner’s turn. The highest possible damage can’t exceed the IPC value of the territory factory is placed on. c) Air Transports:
Air transports serve for transportation of paratroopers and infantry. Air transports have no attack nor defence factor, but may be used as casualty in defence. Air transport costs 6 IPCs. Each air transport may take one paratrooper or infantry (during non-combat only). If paratrooper is to be transported to airborne assault, air transport has to start its turn in the same territory as paratrooper. Air transport has a range of four. During transport of common infantry, air transport may take off from one territory, pick infantry in second and finally land in third territory if within its range and if all territories were friendly from the beginning of the turn. Transport plane may be taken as casualty in defense.
Battleships cost 15 IPCs. Battleships may pass through the sea zone occupied by enemy ships during combat movement (see section BREAKTHROUGH). Battleships may attack submarines only if they were attacked by them (see section COMBAT). Two hits are needed to sink a battleship. If battleship suffers a hit while in an attack, it is replaced with a cruiser and continues the combat as a cruiser. If battleship suffers a hit from a surface ship or an aircraft while in a defence, it defends normally and from the next round it is replaced with a cruiser. Had she suffered two hits in the same round, she would still defend herself normally but would be lost after firing. Had the first hit suffered came from submarine, battleship would be replaced with a cruiser immediately and defend itself as a cruiser. In case both hits were received from submarines, battleship would be sunk without a chance to fire. Amphibious assault support:
Ground units hit by battleship are removed from the game without chance for defends them. Battleships may fight naval battle and give support in the same turn. b) Aircraft carriers:
Aircraft carriers cost 12 IPCs. Carriers may pass through the sea zone occupied by enemy ships during combat movement (see section BREAKTHROUGH). Carriers cannot move during combat movement unless they have at least one fighter aboard. Carriers may attack submarines only if they were attacked by them (see section COMBAT). Carrier may board up to two carrier planes or one fighter. c) Cruisers:
Cruisers represent smaller naval task forces comprised of one to two capital ships and escorting cruisers and destroyers. They cost 8 IPCs. Cruisers attack at and defend at "2". Cruisers may pass through the sea zone occupied by enemy ships during combat movement (see section BREAKTHROUGH). Cruisers may attack submarines only if they were attacked by them (see section COMBAT). Cruisers may support amphibious assaults according to same rules as battleships. Cruisers may be upgraded to battleships at the end of the turn by expending 7 IPCs providing that cruiser spend entire turn at factory and do not participate in combat. Two cruisers may combine themselves into battleship before movement. d) Transport ships:
Transport ships cannot be taken as a casualty in an attack unless they carry ground units. Transport ships may pass through the sea zone occupied by enemy ships during combat movement (see section BREAKTHROUGH). Transport ships may not carry allied units. e) Submarines:
Submarines cost 6 IPCs. They may pass through the sea zone, which contains enemy submarines only. Submarines may enter the sea zone, which contains enemy surface vessels during non-combat movement phase of the turn, but have to stop there. Submarines may not attack enemy submarines.
Submarines’ special withdrawal and submerging ability:
Submarines fire before any other unit in naval combat (see section COMBAT). Submarines may be attacked only if it fired previously in combat (exception: BOMBER) If submarine survives the attack, it may withdraw to any sea zone free of enemy surface vessels. If all enemy units in the sea zone are aircraft, submarine may submerge (withdraw to the same sea zone). BREAKTHROUGH:
During combat movement phase of the turn, all surface units may attempt break through enemy occupied sea zone. Breakthrough cannot be attempted if it would include a pass through Suez or Panama Canal.
Procedure for breakthrough:
Attacker announces which units would attempt to breakthrough. Defender rolls one die for every unit within a sea zone with attack strength (therefore breakthrough is automatic if the sea zone is occupied by enemy transports only). Defender uses attack strength for all units involved (carriers shoot at "1", cruisers and submarines at "2", fighters at "3" and battleships at "4"). Attacker picks any casualties and continues with sail.
Units disembarked from transport ships and paratroopers may not retreat.
Units participating in amphibious assaults must start their turn adjacent to transport ships or already aboard them.
During amphibious assaults battleships and cruisers may support the ground battle. In first round of battle every battleship and cruiser within the same sea zone with at least one transport, which carried invasion units, may fire one salvo (die) at defender’s ground units. In case of hit, casualty is immediately removed without chance for counterattack.
In first round of battle, defender’s ground units fire at attacker’s ground units first. For every hit scored, attacker removes one ground unit immediately. After that attacker fire with all remaining units. From the second round afterwards, the battle continues normally. In case of combined (from the sea and adjacent territory) attack, defender loses this privilege.
In first round of battle, defender's ground units fire at attacker's airborne units first. For every hit scored, attacker removes one airborne unit immediately. After that attacker fire with all remaining units. From second round afterwards, the battle continues normally. In case of combined (airborne and ground troops) attack, defenders loses this privilege.
At the beginning of each round of battle, submarines (first attacker’s then defender’s) decide whether they will participate in the battle. The decision is valid for all submarines in the sea zone. If they decide not to fight they have to withdraw from the sea zone at the end of the battle if enemy surface units are still present in the sea zone.
If submarines decide to fight, they shoot first and victims are immediately removed (exception: BATTLESHIPS). Submarines that fired may be attacked by all enemy units involved in battle.
The rule for conquest of enemy capitals:
A power, whose capital falls, does not surrender its IPCs. When that power’s turn come, it may purchase units normally according to all rules. If in the end of the turn, the capital is still enemy occupied, all unspent IPCs must be surrendered to the bank and no more IPCs can be collected before liberation of the capital.
The rule for spreading of communism:
Soviet player does not liberate territories. Whenever Soviets capture some territory from Axis, they put Soviet marker and adjust an IPC level.
Exceptions in conquest of territories:
French Indochina-Burma and Kwangtung territories are considered as originally British and American (Chinese) territories under Japanese control.
6. NON COMBAT MOVEMENT
Submarines may enter into enemy occupied sea zones during non-combat movement phase but have to stop there.
The rule for co-operation of Allies and Soviet Union:
Ground units of western Allies/Soviet Union may not finish the combat movement on the territories under control of Soviet Union/western Allies. Aircraft of the western Allies/Soviet Union may not land on the territories under control of Soviet Union/western Allies. The rule for of co-operation Germany and Japan:
Ground units of Germany/Japan may not finish the non-combat movement on the territories under control of Japan/Germany. German/Japanese aircraft may not land on the territories under control of Japan/Germany. The rule for Lend-Lease:
US and UK may ferry IPCs to Soviet Union following the procedure:
In Unit Purchasing phase, British player may purchase one LL token for 5 IPCs. In Placement of New Units phase, British player places this token in Karelia or Persia territory providing that territory is Allied controlled. US:
In Unit Purchasing phase, American player may purchase one LL token for 5 IPCs In Placement of New Units phase, American player places this token in Karelia, Persia or Soviet Far East territory providing that territory is Allied controlled and that British LL token is not already there. USSR:
In Unit Production phase, Soviet player picks LL token (if present) from Karelia and exchanges it for 5 IPCs from the bank. IPCs thus received may be spent immediately. In IPC Collection phase Soviet player picks LL token(s) (if present) from Persia and/or Soviet Far East and exchange them for 5 IPCs per token. If Axis captures territory with LL token, it is considered destroyed.
7. PLACEMENT OF THE NEW UNITS
Territories controlled by powers are divided into two cathegories: home countries and others. Home countries enable production of infantry above capacity of factory and even without factory at all. The maximum number of infantry that can be built on home country equals the IPC value of the territory decreased by one. The list of home countries per power:
Russia Kazakh China (Chinese communists) Karelia Novosibirsk Sinkiang (Chinese communists) Caucasus Jakutsk Kwangtung (Chinese communists) Ukraine* Soviet Far East Manchuria (Chinese communists) Eastern Europe* Germany:
Germany Southern Europe (Italians, Hungarians,) Ukraine (Rumanians, Ukrainians, Bulgarians)* Eastern Europe (Latvians, Estonians)* Finland-Norway (Finns) British Empire:
United Kingdom Eastern Canada Western Canada South Africa India Australia Japan:
Japan Okinawa US:
Eastern US Brazil China Kwangtung Western US Mexico Sinkiang Manchuria
- Eastern Europe and Ukraine consist of areas with population of mixed loyalty. Therefore both Soviets and Germans may build one infantry per turn per territory there.
Building of antiaircraft guns without factories:
Antiaircraft guns may be built, without factories, in any territory with IPC value bigger than 1. 1 per territory limits the number of AA guns that may be produced in one turn. The maximum number of AA guns in territory is limited by (IPC value of the territory – 1). The limit of max number of units that may be placed in one territory still applies.