Axis and Allies - The Original Game World War III: NATO vs.Warsaw Pact
It is December 1988. The Warsaw Pact alliance has had a plan for dividing and crushing the NATO alliance for years. They have months in advance to prepare. With a political smokescreen masking the build-up, the training just appears to be practice.
About the middle of January, the Warsaw Pact explodes seemingly out of nowhere surprising NATO in a full assault on West Germany. What defenses were there held off the invading armies for about three days before recieving ground reinforcements.
Almost immediately, Germany recieved support from British Tornados, Jaguars, and Harriers. Also joining the fight was France with it's Mirages and Super Etendards. The Americans sent over A-10 Warthogs, AV-8B Harriers, AH-64 Apaches, F-15 Eagles, F-16 Fighting Falcons, as well as E-3 Sentry AWACS.
America loads tanks into their transports along with ammunition, while the carrier groups prepare to escort these transports to friendly harbors. Britain scrambles to get it's Challenger and Centurion tanks over to Germany.
German F-4 Phantoms are getting torn apart by the MiG-29s and Su-27s until the French Mirages and American aircraft arrive. Then the tables in the air turn. The F-15s attack and kill Warsaw Mainstay radar craft one after another. The F-16s attack and destroy convoys of armor, fuel, BMPs, as well as other valuable targets. A-10 Warthogs tear into Warsaw T-72s and T-80s.
However, on the other side Su-25 Frogfoot Close Air Support (CAS) missions were as successful, and Warsaw's deadly attack helicopters clear areas when they drop their troops. The kill ratios overhead were in favor of NATO, but the Warsaw pact made up for that in numbers.
Eventually, the battle for Germany was won by the Warsaw Pact. What remained of the West German military withdrew into France. The Warsaw pact suffered horrifying losses while trying. They currently have enroute.
Meanwhile over the ocean, Soviet Union bomber strikes have destroyed two carriers completely, and crippled two more. They are unsalvagable, but all hands still alive were rescued.
Soviet Tango and Foxtrot class subs attempted to pass through the G-I-UK gap. For the most part, they were unsuccessful. The Los Angeles class subs as well as the newer British subs quickly hunted down and killed the diesels.
China throughout the whole ordeal with Germany builds it's navy up, and is in position to take Japan. Because of the Chinese military build-up to an inevitable attack, restrictions on Japan's military have been dropped.
The U.S. recommissions two of it's battleships: North Carolina, and Missouri. They will again take part in one of the most destructive wars the world will ever know.
Changed Game Elements:
There are only four players in this version of the game. They are (listed in order of turn): China, European NATO, Soviet Union and Eastern Bloc, and the United States of America.
The European NATO countries include it's capital of the U.K. (8 I.C.), western Europe (6 I.C.), southern Europe (6), Finland/Norway (2), and all of Canada (4). This gives European NATO a total of 26.
includes China (10 I.C.), Sinkiang (6 I.C.), French Indochina/Burma (3), Kwangtung (3), and Manchuria (3). This gives China a starting total of 25. All islands that were under Japan's control start neutral and can be captured by Warsaw Pact countries, and add their marked production value to the country's I.P.C. total. If the island is invaded, it acts like a regularly controlled territory.
America controls: Eastern (12 I.C.) and Western (10 I.C.) U.S., Japan (6, I.C.), the Hawiian Islands (4), and Alaska (2). This gives the United States a total of 34 IPCs.
The Soviet Union controls all of it's original territories with the addition of Ukraine, and Eastern Europe., and Germany whose production is now 5. This gives the Soviet Union a starting total of 35.
There are also a few neutral nations with a reasonably sized army. Use Germany's units for these countries. They do not grow in number, and they only defend their own country.
The helicopter is the new unit in this addon. It attacks at 3, defends at 2, moves three spaces, costs 10 I.P.C.s and is the only air unit that can land in newly captured territory, though an infantry or armor must be present in order to capture the territory. If a helicopter moves three spaces to a territory, and is still alive when there is no enemy opposition left in an enemy controlled territory as well as you not having any ground units, the helicopters stay in the territory, but the capturing country does not gain any I.P.C.s until there is a ground unit present. Carriers can carry either up to three helicopters or up to two fighters or a fighter and a helicopter. Sometimes you'll find helicopter figures in a local hobby shop. What I usually do to represent helicopters is put a fighter on top of a control token. Then if you capture the territory, be sure to use a separate control token.
A unit that gains new abilities in this addon is the fighter. It gains the ability to intercept. During opponent's turns, the fighter automatically patrols the territory that it's in, and will intercept any aircraft flying over even if it just flies over. Also, fighters can use their next turns movement points to intercept other aircraft in different territories.
Fighters can also be tasked to escort other air units. This means that the escort flies with the escorted units, and rolls a defense roll if intercepted. Also, escorts cannot attack ground units in a normal battle.
The intercepting fighters roll a defense roll, as do the aircraft intercepted, except for fighters unless they're declared as escorts, who roll attack rolls. Any interceptors or escorts with increased intercept technology take their shot at 5 as if in a normal battle. Intercepted fighters can withdraw from combat, as can the interceptors, just not intercepted bombers and helicopters. If the fighter intercepts over a zone with other units, only anti-aircraft and other fighters have the option of taking part in the battle.
If the fighter intercepts on the outgoing flight path, that fighter must commit to an interception point, while the aircraft being intercepted can change their flight paths.
- optional rule: Bombers can transport one infantry unit to a friendly territory (cannot bomb during that turn), and helicopters can carry them into battle.
New Technological Advancement
1: Increased intercept technology: All fighters with this technology get a single first strike attack at 5 similar to that of a submarine in addition to normal rolls on the first round of combat ONLY.
2: Cruise Missiles: All battleships can fire two cruise missiles as either an industrial bombing roll as in the original game, or at a specific military target including anti-aircraft guns. ONLY the targeted units roll a defense roll. Anti Aircraft defends at 2 against a cruise missile. If it hits, the missile is destroyed. These missiles are fired before any other combat begins. The missile range is three, and a 5 or less must be rolled in order to hit.
3: Surface-to-Air-Missiles: All anti-aircraft rolls are at two.
4: Magneto-hydrodynamic Drive: Allows submaries to pass through sea zones controlled by enemy units without initiating combat if so desires, but it cannot loiter.
5: Airbourne Tankers: Bombers can rendezvous with other bombers or fighters and re-fuel them, extending their range by 100% from the point of refueling. Also, the tanker itself has a range of 8. Bombers cannot bomb during that turn.
6: Heavy Bombers: Same as original game.
|East America||2||1||1||2||1||1(w/1 fighter,1 helicopter)||Y||Y|
|North Atlantic Sea Zone||2||1||2||N||N|
|British Sea Zone||1(w/one fighter)||N||N|
|French Indochina Burma||2||1||1||1(w/one fighter)||N||N|
|Britain||3||1||1||1||2||1||2(w/1 fighter each)||Y||Y|
|U.S.S.R and the Eastern Bloc||Infantry||Armor||Fighters||Helicopters||Bombers||Battleships||Subs||Transports||Carriers||I.C.||A.A.|
|Soviet Far East||2||1||1||N||N|