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1. Develop weapons
2. Purchase units
3. Collect income
6. Non-Combat movement
7. Place newly purchased units
Combat System for Advanced Axis and Allies:
This Action Sequence is composed of the following parts:
Land combat Sequence option #1
1) Attacking planes allocated now fly to targeted territories. They may be intercepted by defending fighters before reaching their destination (see Air Interception).
2) Any Artillery units in the territory may roll preemptively against any air units that fly over or into their territory. Hits upon these planes are removed from play and have no further part in the combat phase.
3) The defender can call up Defensive Air Support missions (if he has defending planes in adjacent territories) and possibly prevent any attack on ground units. If any attacking planes survive they can proceed and attack defending ground units. Note: These special air missions are addressed latter. All attacks in this manner are also preemptive. Any attacking air units can now roll for preemptive attacks against ground units and the defender now removes any loses. Any hits are taken from defending armor, artillery, or mechanized infantry units before infantry can be taken as loses.
4) Attacking ground units can now engage defending enemy units. All armor hits from the attacker must be removed from the defenders own armor/mechanized/artillery units before other units are removed. All regular infantry units’ hits however always become the choice of the defender as to which units are destroyed. The defenders hits are applied in the same manner. No hits can be allocated against attacking/defending air units in any case.
5) Breakthrough and Exploitation combat phase: If at the end of the regular combat round the attacker has any tanks, mechanized infantry or artillery they can engage the defending units with one additional combat round (at no additional cost). In this case only the engaged units can roll for combat and retreat. If the defender is completely destroyed, then breakthrough units can occupy the original territory and then conduct a free movement of one additional territory into any unoccupied enemy territories.
6) Returning air movement: All air units that participated in combat must now move to friendly territories within the balance of unused movement factors. Defending air units that performed a DAS mission must return to their original territory.
Land Combat Sequence Summary:
1) All attacking artillery units fire first preemptively on the first round and can conduct one of two forms of combat as follows: 1) artillery units can make a special attack that does not require that they move into the territory as follows: They may fire one "salvo" from a territory they reside and across it into an enemy territory for one round only. This attack is considered preemptive and the defender cannot roll in its defense. 2) They can decide to attack in conjunction with other attacking units and fight in multiple rounds of combat .However; only during the first combat round they fire in simultaneous fashion. Any ground forces hit as a result of the first artillery bombardment attack are now removed from play.
2) If the attacker has brought in air units, then they must engage defending air units separately each combat round until only one side has any air units left. This can be accomplished by one side destroying the enemy or retreating their own air units. During each round where ground combat continues and only one side has air units, those remaining air forces can attack ground forces with preemptive rolls each combat round. Land units cannot attack planes in any manner, except in territories that contain an Industrial Complex (this would be rolled before the start of the first combat round).All ground forces hit as a result of aerial attack are now removed from play and in this case the owner of those ground units has a choice of which ground units that may be taken as loses.
3) After each ground combat round the attacker followed by the defender rolls one D6 for each engaged unit trying to hit at or lower than its attack factor. Each hit caused by an Infantry unit can only be applied to an infantry unit, while armor unit hits must be applied to any defending armor units first before any other unit can be selected as causality. Armor units also include artillery types of units.
4) The defender then rolls for his defending units including those selected as causalities again trying to roll at or lower than each unit’s defense value. Second, each defending combat unit rolls for each unit using their defense value. Lastly, the defending player removes all hits first, followed by the attacking players’ casualties. The attacker must remove loses in the same manner as required by the defender.
5) The attacker followed by the defender can now make retreat declarations. All units engaged in combat have a voluntary retreat option. Full or partial retreats by either side are allowed after the first round of combat and only the currently engaged units’ can fire at each other. Retreating units do not get to fire as they retreat however; attacking units get one free “parting shot” roll on all defending units and they receive no return fire. The defender can declare to retreat a portion of his forces and leave a few units behind to “cover” the retreat. The retreating units do not get to fire, but the units left to fight still roll on defense. Additional casualties incurred are removed from those units that retreated. All units left to fight still roll on defense in the normal fashion.
6) If the defender is either destroyed or retreats, then the attacker automatically occupies the territory and a control marker is placed in the territory.
These parts occur one after another in sequence. Rules follow on air unit capabilities, ground unit capabilities, retreats, and combat losses. All ground combat actions are limited to one round. Additional combat rounds can be allocated but cost the player 3 IP for each additional combat round and are deducted from a players production on the following turn. During combat each attacking unit rolls one twelve sided die and tries to hit at or lower than its attack value. Second, each defending combat unit rolls for each unit using their defense value. Lastly, each player removes all hits and the attacker can initiate another round of combat by spending 3 IP. In any case, following combat the side that sustained the greatest quantity of loses must retreat to a friendly adjacent territory. In the case of equal number of units lost, the attacker must retreat to any friendly adjacent territory. Attacking and defending units also have an advance/retreat option in addition to what may happen in combat. So if the defenders retreat, the attacker has the option of occupying the territory. If ground combat continues for more than one round then a partial retreat by either side are allowed after any round of combat and only the currently engaged units’ fire at each other. Retreating units do not get to fire as they retreat.One exception for retreats is if the defender is in a victory city or his capital territory, then no retreat is forced upon them.
AIR UNIT CAPABILITIES
During a country’s turn, each nation’s air units may participate in either one, but only one, Ground Movement and Combat. Air units may escort bombers, or they may escort bombers or move to attack a hex, provide defensive air support (DAS) to ground units under attack within flight range or strategically bomb an IC during Ground Movement. The country’s air units return to land during Returning Air Movement segment of the combat phase. During the base change sequence, air units may move again to change bases but cannot land in just-captured territory. Defending air units can be used once per turn for air interception, or defense of attacked hexes.
Interception of Air Units (Counter air):
During your opponents turn, your fighters may intercept and may fire at moving enemy air units in range of their territory during the combat movement phase. The maximum range of interception is two territories distance from the enemy air units. One round of air interception combat occurs in any territory or sea zone that is within the two-space range of the enemy air units. Your Intercepting air units are using their attack values, while the planes from the phasing player are defending. The planes performing the interception must now move back to their original territory. Following interception combat, the active player’s remaining planes are simply moved to conduct their originally intended attack. No air interception can take place during returning air movement, non-combat movement or during air base changes.
Air Interdiction of Ground Units:
Each Bomber can attempt to stop the movement of units out of a given territory. For each Armor, or Artillery unit that attempts to leave the territory is subject to a roll of one D12. A roll of 1 and the unit is destroyed. A roll of 2-3 and the unit may not leave the territory that turn. Air units that move out of territories where Artillery units reside are subject to being fired upon. Also a player can call in for one round of air interception combat (if he has planes in range) in an attempt to destroy enemy planes used for this purpose.
Close Combat Ground Support:
The use of planes to support ground attacks is a basic use of airpower. Each Fighter or Dive-bomber can aid one armor class two unit with a +1 attack modifier at a 1/1 basis. Defending ground units can call on DAS if they have fighters in range (see below).
Defensive Air Support:
During Ground Combat Resolution, defending air units (including bombers) may move to an adjacent territory within flight range to participate in the defense of friendly ground units being attacked. At the end of ground combat resolution, surviving Defensive Air Support (DAS) units must return to their original land territory, if possible.
Strategic Bombing of Industrial Complexes
Each player can bomb enemies Industrial Complex as follows: 1) each bomber (and possible escorts) moves over a targeted IC. 2) The defending player can fire preemptive artillery shots on each plane and/or he can call in defensive air support for one round of air combat. 3) Each surviving bomber rolls one D12 with the result equaling the number of IP that is lost from defending players next turn. When you attack/perform SBR attacks you take of the money from those nations IP balance. When they count the economic basis for determining how much money they receive it is then accounted from their IP levels. An IC may lose more IP than its printed value.
Bombers can also perform strategic bombing of enemy oil centers in the same manner as above, except that the damage is done with one D6 roll. (The dice in this case may have special logos rather than “pips”)
Fighter may accompany moving bombers or naval units as far as their range allows them and participate in air interception combat, but they may only enter two sea zones to the target territory and two sea zones when returning from the target territory. Escorting fighters may escort either naval units or bombers (not both) and may not attack naval units or a territory during the same turn they escort bombers or naval units.
Strategic Air Defense:
Directly before strategic bombers roll for damage on an Industrial Complex or Oil Center, defending fighters and artillery in the territory may defend against bomber (and their escorts, if any) with one round of combat. Defending artillery has a first-shot preemptive attack against each attacking air unit. The strategic bombers and their escorts can only target defending fighters (and not any ground units). Any surviving bombers may then bomb the city / oil center.
Combat Air Patrol:
During the Non-Combat phase, you may establish Combat Air Patrol (CAP) by moving Carrier based planes into sea zones up to two sea zones ahead of Carrier units. Simply move these air units to an empty sea zone. They remain in this sea zone until the following turn. Any enemy naval units (except Subs) that move into this sea zone must now stop and engage the CAP and a battle will then be fought. An enemy player must move planes to engage the CAP in combat before any ships or planes can move out of the sea zone or support an amphibious assault in the same zone. If enemy planes or warships attempt to move into a CAP controlled sea zone then The CAP planes gain a +2 modifier for the duration of naval combat rounds. During the following turns regular movement phase, remaining CAP planes must then land on the original friendly Islands or Carriers and can be then be sent that turn for additional missions. Carriers that dispatch planes for CAP cannot accommodate any additional planes because the CAP planes must return to their original Carriers. This is considered one mission during the active players turn. Units conducting attacks as CAP are considered the attacker even though it’s done on during your opponents turn.
During Naval Combat Resolution, defending air units (including bombers) may move to an adjacent sea zone to participate in the defense of friendly naval units being attacked, or where defending naval units are conducting combat against enemy naval units that have ended their movement in the defender’s sea zone (including during amphibious assaults). At the end of naval combat resolution, surviving coastal defense air units must return to their original land territory, if possible. Air units may provide coastal defense even if the land territory they are from is under attack. They may provide coastal defense, defend the land territory, or provide strategic air defense; they may not do more than one. At the end of combat resolution, if the territory a defending air unit flew from is captured, the air unit must fly to the closest friendly territory within its flight range. If no friendly territory is available, the defending air unit is eliminated.
Bombers can transport up to two infantry class units from one friendly territory to another. The transport path can be over either land or sea zones.
Only Paratroopers (regular or mechanized Infantry units only) can carry out such missions and a drop cannot be greater than two territories from any friendly unit. Bombers are the only units that can drop such units. And they cannot perform any other functions on the turn they drop Paratroopers. Note: each bomber per turn can drop no more than two paratroopers. Paratroopers must start out on the same space as the Bombers that carry them.
GROUND UNIT CAPABILITIES
Armor Blitz Move
During Ground Movement, armor may move one territory through a vacant enemy territory, capture it, and move to yet another territory.
Artillery Guns Anti-Air Defense
Each Artillery unit gets one roll against enemy air units that are either flying “over” to another territory, or attacking the same territory where the Artillery unit is in. They hit with a result of one. Any hits are removed by the attacker and take no further combat actions (they are destroyed). Having one extra Artillery unit has a modification upon the roll so that each may hit on rolls of 1-2. However, having three or more defending artillery have no further effect on this roll.
Combined Arms modifications:
Combined Arms: After a player rolls all his normal combat dice he can roll a Combined Arms bonus round. For each combination of 1 infantry (either regular or Mechanized), 1 Armor, and 1 Artillery unit he can roll one additional die. Note: a fighter can replace any one of the units to qualify a group for a combined arms bonus. For every number 5 or under he scores a hit. This is also the case for the defender.
Additionally the attacker gains the following bonuses in ground combat:
Artillery’s Infantry Support
Each attacking Artillery unit improves one attacking infantry to an attack modification of +1. This is done at a 1/1 basis. Artillery units can also support mechanized infantry.
Air forces Armor Support
Each attacking Air unit improves one attacking armor with an attack modification of +1. This is done at a 1/1 basis.
BREAKTHROUGH AND EXPLOITATION
If at the end of the regular combat round the attacker has any tanks, mechanized infantry or artillery they can engage the defending units with one additional combat round (at no additional cost). In this case only the engaged units can roll for combat and retreat. If the defender is completely destroyed, then those remaining breakthrough units can occupy the original territory and then conduct a free movement of one additional territory into any unoccupied enemy territories. Note: paratroopers can be dropped where they actually land in the territory they attack.
Except for air interception combat, where the defending intercepting units simply return home after one round, after any round of combat, the attacker may decide to withdraw and retreat. If the attacker does not retreat, the defender may choose to retreat. Retreating attacking units do not all have to retreat to the same territory, but it must be from original territory where the attack began. Partial retreats by either side are allowed only if the attacker decides to fight another combat round. Retreating units do not get to fire if they retreat.
Attacking air units that are retreating “withdraw” from combat. They return to land during Returning Air Movement. Defending air units have to retreat to an adjacent friendly territory.
Naval combat occurs when you move units in a sea zone occupied by enemy units. Exceptions: when the active player moves naval units into a sea zone and an enemy submarine decides not to attack, then those units can continue to move into other zones. No combat occurs in this case. In all other circumstances all movement must stop if you move into a zone containing enemy naval surface units and conduct search rolls. Naval combat unlike Ground combat can continue for additional rounds w/o any cost penalty. Either side can retreat after any round.
All surface naval units in the same sea zone prior to naval combat must first conduct a naval search roll. The phasing player can perform only one attempt per sea zone and rolls one d12 as follows:
1) Active player is searching with ships: 4 or less
2) Active player is searching with planes: 6 or less
3) Active player is searching with ships and planes: 8 or less
The player who is under a successful search roll by the active player can also attempt to evade his pursuers and avoid naval combat in that sea zone. The defending player can perform only one attempt per sea zone and rolls one d12 to perform naval evasion as follows:
1-8= results in discovery of your fleet and ensuing naval attack.
9-12 = results in successful evasion and no naval combat in the sea zone.
Modifiers for evasion: (all modifiers are cumulative)
Inclement Weather turn +1
All surface ships move at 3 = +1 (Cruisers and Carriers should move 3 spaces)
All combat is for one round. Additional combat rounds cost 3 IP for each new round.
Naval Combat then proceeds as follows:
Planes to ship combat:
If any side has a carrier they must conduct air attacks first before any surface naval combat can occur. Fleet Carriers have 3 planes and Light Carriers have 2 planes. These planes are part of the “value” built into the carrier and the planes are not allocated from purchased “land based planes” The basic idea is your taking this “air-strike value” and assigning a specific combat mission for each plane to perform. Now each player who has planes decides how to allocate them into the following combat missions as follows:
1) Combat Air Patrol (CAP): defends first against fighter escorts, followed by remaining planes at 8
2) Torpedo Bombers: attack naval targets at 6 defends against CAP at 4
3) Dive Bombers: attacks naval targets at 4 defends against CAP at 6
4) Fighter Escorts: attack CAP only at 6
5) Bombers: (Note: these aren’t allocated from Carrier based planes they are only from land). Land based bombers attack naval targets at 8 defend against any air unit at 2.
Note: In the game specific cardboard pieces are provided so a player can place his planes on either a Fighter, Torpedo Bomber or Dive-Bomber “plate”. Land based Bombers can only attack enemy ships and cannot be allocated for any purpose.
The selections are made and not disclosed to the other player. Both sides now reveal their airpower allocations and perform aerial combat missions before naval attacks can occur. All the active players planes must now engage any defending planes that were assigned to CAP duty and perform aerial combat. All combat is considered simultaneous so both sides get to roll, hits are assigned and loses are removed from play. This procedure of assigning planes and sending them into attacks is repeated until one side has planes or combat has ended. Planes assigned for one duty cannot perform another mission until each new naval combat round. If any of planes survive from either player during that same round following aerial combat, then direct combat against naval units can occur. The active player allocates his fighters, torpedo bombers, and dive-bombers and targets defending ships. If the defending player has any air units they too can elect to conduct bombing runs on the active players ships. Each plane selects a defending ship to “target” and rolls its attack factor adding any modifiers due to the type of plane performing the attack as follows:
Torpedo Bombers: +1 against Naval targets moving at 2 (battleships and destroyers)
Torpedo Bombers and Dive Bombers: -1 against Naval targets moving at 3 (cruisers and carriers)
All targeted ships defend only at a modified Anti-Aircraft factor against planes. Each ship that is targeted can now preemptively fire at every plane that’s attacking. Against Torpedo Bombers its 4 or less, while against Dive-bombers a hit is scored at a 2 or less. Additionally, each Cruiser or Destroyer unit can “screen” out one ship that was targeted at a 1/1 basis so that the enemy planes hit has to go against these ships first instead before any other hits are assigned. Ships that are not targeted cannot fire at planes except that untargeted Cruisers get one shot at 4 or less against any plane, while untargeted Destroyers get a 2 or less. Both these ships can fire at planes even if the ships themselves are not involved in targeted naval attacks. Note: its possible for planes to deliberately attack Cruisers and Destroyers (which voids their special duty in screening out other naval units), while any additional untargeted Cruisers and Destroyers then perform “screening” duty. Hits are assigned to both sides and effected units are removed from play. At the end of any naval combat round as long as both sides agree they can remain to fight additional naval combat rounds.
When either side decides to withdraw his fleet from further actions that player has to make a “retirement” roll. The higher roll or a tie results in that player having the choice to continue combat or withdrawing to an adjacent friendly sea zone. So it’s entirely possible to force the other player to engage in additional combat rounds. Modifications that affect the roll are as follows:
Speed: total up the movement values of each group of naval units and the difference becomes a modifier for the roll.
Number of Carriers: each surviving Carrier with at least one plane acts as a +1 for the side that wants to continue naval combat.
Radar: The side that has radar has a +2 modifier to continue naval combat.
Kamikaze attacks: (can only be done if Japan goes below a certain IP threshold)
Only Japan can assign planes for this type of attack. Kamikazes attack at 8 and defend against CAP at 4. Cruisers and Destroyers class units cannot screen out against this style of attack, so only the targeted ship can be hit. Each ship preemptively defends against these planes at 4.
Note: Additional rules covering Kamikazes are covered in the other rules section.
When both players have no planes left, then surface naval action can commence. Every naval unit is assigned an enemy ship to target each combat round with the extra ships of either side being placed at that player’s discretion. Each naval unit rolls its preemptive attacks first and hits are assigned. If two opposing ships with preemptive attacks then combat is considered simultaneous. Battleships and cruisers have a preemptive primary attack factor. All ships then roll their regular primary and secondary gunnery factors and loses are again applied. In a similar fashion to Plane on Ship naval combat, Each Cruiser and Destroyer class naval unit can also screen out one ship of their choosing at a 1/1 basis. So hits can then go against these units instead of the screened unit. A naval withdrawal by either side after any surface naval combat round to an adjacent controlled sea zone can take place with a successful withdrawal roll (use the same rule and modifiers as above).
Submarine Combat: This form of combat is always performed separately from normal naval combat. During the active players phase, submarines can make attacks on naval units or economic attacks on an enemy’s convoy zone. When used against naval units they can be moved or simply activated from an enemy occupied sea zone and select a target of their choosing roll and hitting on a four or less. This shot is targeted by the submarine and is preemptive so all hits are removed before the defender has a chance to roll for surviving naval units. If any ships remain then a search roll may then be performed. Exception: After the first combat round each Cruiser or Destroyer class Naval unit can “screen” out one ship of their choosing at a 1/1 basis so that the submarine hit goes against these units instead. Only when the “screening” ship(s) are sunk can the “protected” ship be targeted. Every defending Cruiser or Destroyer class unit is then assigned two rolls to perform a search of each submarine that is attacking with success on any roll of four or less. If they fail to locate the submarine, then the sub can then end combat and remain in the sea zone, or it can conduct another round of combat. If it tries to make a second attack the defending ships have an automatic search success (no roll is needed). They can all defend against the submarine(s) hitting at a 4 or less. This is known as Anti- Submarine Warfare (ASW). No other types of ships can perform ASW rolls. Land or Carrier based planes cannot be involved in Anti- Submarine Warfare (ASW) except USA and UK starting from Sept.-Nov. 1942. All land-based planes can participate starting on round two of naval combat (see coastal defense). Exceptions: Bombers cannot actually attack enemy submarines but may be allocated to search for them.
Each roll is now done separately until the submarine is sighted. All additional rolls left for these ships can then go against attacking the submarines again hitting on a four or less. On turn Sept.-Nov 1943 the USA and UK player has sufficient sonar capability, which modifies a hit to any roll of six or less. If the submarine is not sighted then another round of combat occurs until either all ships are sunk or either side withdraws from further combat (subs can remain in the sea zone while either side can also retreat to another sea zones).
When the active player moves naval units into a sea zone and an enemy submarine decides not to attack, then those units can continue to move into other zones. No combat occurs in this case. In all other circumstances all movement must stop if you move into a zone containing enemy naval surface units.
When the active player decides he wants to attack enemy submarines with ASW warfare, each Cruiser or Destroyer class ship can each participate in a similar manner to above. No other types of ships can perform ASW. Additionally, all USA or UK land and Carrier planes can participate in ASW attacks starting on Dec.-Feb 1944. All land-based planes can participate starting on round two of naval combat (see coastal defense). Note: Bombers cannot actually attack enemy submarines but may be allocated to search for them. If these units fail to find the submarine, it simply remains in the sea zone.
Each roll is now done separately until each submarine is sighted. Each plane then has two rolls each with a successful search result of four or less. In Sept.-Nov 1943 the USA and UK player has sufficient sonar capability, which modifies a hit to any roll of six or less. Additional rolls are then applied as hits. Note: Bombers cannot actually attack enemy submarines but may be allocated to search for them.
Convoy Boxes – (as in A&A Europe and Pacific) will be reintroduced and play a more critical role especially with England and Japan. Interdicting British and Japanese merchant shipping will be a viable strategic option in this advanced game. Procedure: When conducting submarine attacks on a Convoy box each submarine can then move into an empty convoy box rolling one d12 and applies the effect as follows:
1-4 = 1 IPC loss
5-8 = 2 IPC loss
9-12=3 IPC loss
Note: if the convoy box contains units then they must be sunk or withdraw before an economic attack can occur. All loses are subtracted from that nations current economic totals.
Planes vs. Ships at Port:
Only planes may attack ships docked in port. Attacks are commenced without use of a search roll. Every ship including ships that are not targeted defends at a modified aerial defense roll of -1. Each plane selects which ships it wants to target and can assign their hits to those ships. No ship can “screen” out any other ship (e.g. Cruisers/Destroyers) in this form of attack. Combat is not considered simultaneous so if the plane hits it is applied before the ship can fire back. All naval vessels take double the hits to sink the warship.
Naval Building Schedule:
All Battleships, and Carriers take 2 turns to build*
All other ships take 1 turn to build
*The cost of the ship has to be paid before the ship can be placed, however at least ½ of the total cost is paid on the first turn of construction. All cancelled orders on any naval unit can be refunded at ½ value to that nations economy.
Naval Bases (ports):
These are represented on the map ala AA pacific. When leaving port, no movement penalty is paid and ships are placed in the sea zone adjacent to the land before beginning movement. All ships leaving port gain a +1 movement modifier. Ships can retreat out of port into a sea space occupied by enemy ships and this will not lead to naval combat. Ports can repair damaged Battleships, Carriers and Cruisers as these three warships take two hits to sink. Only ports with an Industrial Complex can build naval units. Repairs are done at the end of each turn rolling a D12. Repairs are completed after one full turn. Ships leaving from a port can move one extra sea zones.
New pieces hopefully:
1) Mechanized Infantry: Presented as a half-tack basic values: 5/4/2 Cost 4
2) Cruisers basic combat value: 7/6/2 Cost 12, bombards land at 5. Takes two hits.
3) Fortifications: cannot move, and have a special defense value as follows: for every three defending infantry scoring hits in combat, one additional hit is incurred against the attacking pieces. Only one fortification is allowed per territory. Each unit positioned with a fort has its defense factor increased by +1. I don’t know what the cost will be in this case. Forts can take one hit and are destroyed. They can be captured if they are the last remaining defensive unit.
Aircraft carriers may carry Dive Bombers, Torpedo Bombers or Fighters of their own country. Such planes launched from a carrier may move only one sea zone or territory to attack. However, the carrier itself may move up to its full movement capabilities before launching a plane. A carrier must end its movement after launching a plane. After combat, all planes must return to their original carrier if possible. In addition, air units may be assigned directly to carriers during the Place New Units Action Sequence.
Shore Bombardment and Infantry Support
During Ground Combat, for amphibious assaults, all surface warships have one preemptive “shore bombardment” attack. In order to support landings you must land two Land units to receive one shore bombardment shot. All naval ships in this case fire at 1/2 value rounded down. Defenders losses do not fire back. In addition, similar to attacking artillery, each qualifying shore-bombarding warship improves one attacking infantry ( not mech infantry) to an attack die roll modifier of +1 on the first round only. So if you only land 3 Infantry, you still get each of them with a +1 modifier provided you have at least three warships. Warships that participate in Naval Combat may not also shore bombard and provide infantry support for amphibious assaults. Following shore bombardment shots, each defending artillery unit also gets one preemtive shot against incoming infantry units on the first round of combat. Loses are taken from attackers units before the regular combat rounds begin. All normal combat continues as outlined above.
Japanese destroyers have a limited transport capability. Each Japanese destroyer may transport one infantry unit. When unloading, they may participate in Naval Combat before an amphibious assault. After Naval Combat, a destroyer may either load or unload, but not both.
At the Japanese players' discretion, after any turn when the IP level is below 20 IP he may conduct one - way plane (no return trip) attacks on enemy ships with any warplane. The plane rolls normally during such attacks and is destroyed whether is hits or not. This form of combat is not considered simultaneous and the defending targeted ships first roll and defend at four rather than their normal factor. Note: all non- targeted ships do not receive defense rolls during this
form of naval combat. If the targeted ship successfully defends against the attack, the plane is lost without effect. If they miss and the plane hits, the Targeted ship takes the hit. The defender cannot allocate lesser ships for kamikaze hits. Also note: The quantity of planes and their targets must be announced at the start of all kamikaze type attacks. All hits incurred by such attacks are only allocated to the originally targeted ships; therefore any additional hits by lost along with the attacking planes and are not allocated to other enemy ships.
In the second half of 1941 and 1942 all land combat by the Axis players in the Russian theater is subject to a -2 attack modifier (never lower than one) during both regular and Breakthrough / Exploitation combat phases.
Soviet First Strike:
This allows the Soviet player to play her turn before the Germans sixth turn, in order to simulate the Russian counterattack in the winter of 1941-42. She also plays again following the Axis turn during the Allies turn.
Allow the German player to obtain a +2 attack modifier for all first round combat involving three or more submarines (any type).
Atomic Bomb: (USA only)
Available to the US player starting in June-Aug 1945, and carried by heavy bomber. Only four such weapons of this class are allowed to be dropped. Two are available then and two additional weapons are available two turns latter. Atomic bombs can only attack the economic value of an enemy controlled territory or land units. Roll one twelve-sided die results in permanent loss of IP in attacked territory. If the target is against enemy ground units then the die result is number of destroyed ground units. This may include any air units in the territory.
Commanders ( use cardboard pieces for these)
For starters i dont think that larry wants actual historical leaders, however the install this "idea" of having some HQ that aids the combat values.
Each major power can have one or more military commanders that affect the outcome of battles. Each turn one commander unit is placed in one land or sea territory you wish to attack and can affect a +1 modifier on attack or defense for the sum of ground combat units equal to its leadership value for the duration of combat rounds. Each nation begins with commanders as follows:
Note: Hitler and Stalin are removed (they had a value of eight each)
Note: The engaged commander remains in the territory till the end of each round of combat. After any round either player can simply move the Commander to any other controlled territory as it does not participate in any other turn functions for the active player. If you decide to attack a territory that has a defending commander, it can also defend with the modifier during each combat round again until the defending player decides to move it. If enemy forces choose to counterattack and capture the territory in a single round, then that commander is considered killed in battle and cannot be replaced. All Leaders can only affect land battles except the leaders with * which can only effect naval battles on the sea. Only one commander can be present to modify a battle each turn.
Banzai (Japan only)
Allow the Japanese player to conduct one Banzai “attack” per turn whereby all infantry attacking in a territory obtain a +2 modifier for the duration of combat. The attack however cannot end until one side is destroyed. The modifier may be in addition to other bonuses offered (e.g. Artillery). All automatic retreat rolls for Japanese units are suspended.
Each island that is held or captured for receiving IP or as a port/airfield must be in and next to an adjacent sea zone that is controlled by a friendly player. Control includes all islands or land as well as a sea zone free of enemy ships. That is to say your conquests must be “supplied” by a “chain” of supporting territories or no planes or ships can land/dock there (land units can however hold the island) or you do not receive any economic benefit (IP) from these conquests.
Allied Influence on neutrals
At the start of an Allied Turn either Britain or the US player (if at war) can influence any neutral nation (except Spain, Sweden, Iraq, Turkey, or any white colored neutral or Axis Minor nations) by economic means. Just pay the IP value of the nation and roll one die. If you roll equal or less than the Neutrals printed IP value then the attempt is considered successful and its armed forces are replaced with appropriate US/UK pieces. Neutral countries that have no IP value are not subject to economic influence (unless allied to another neutral). Neutrals that have been “converted” in this manner also add their IP value to Allied levels. Only one attempt per turn for each nation is allowed and such attempts by the US player only possible after the United States is at war. The nations that can be converted in this manner are colored on the map as Light Green for United States, and Light Tan for United Kingdom. Exceptions: Denmark and its colony Iceland can be influenced by UK. Neutral nations in general don’t perform any functions until they are at war or influenced by economic means. If they are invaded any forces they may have are controlled by the other non belligerent nations that are closest to them. If converted by the Allies their forces are simply exchanged with the Allied nation that influenced them.
Any UK or US (including Chinese) territory liberated by the USSR becomes USSR territory. All the restrictions under Stalinist Xenophobia apply. Such a territory may revert back to the control of the original country if it is recaptured by an Axis power and then re-liberated by the US or UK.
Defeating a Country
A country is not defeated until it loses all original territories that have an Industrial Complex (IC). There are some exceptions to this in the case of the Soviet Union and China. But for the most part, as long as a country controls at least one territory with an IC, a country may spend IP and conduct its turn normally. Once defeated, a country can be revived if the country’s units recapture a territory with an IC. However, as long as a country has units, a country can perform Movement, Combat, Rail Movement, and Base Changes. A country is only permanently eliminated from the game when it has no ICs and no units of any type left on the board.
Attacking ground units in amphibious assaults may evacuate and retreat to their transports after any combat round. However, each armor , mechanized or artillery unit must first be converted to a regular infantry unit. Defending ground units have the option of retreating onto friendly transports in adjacent sea zones during regular ground combat. In both cases, the evacuating transports may not move and Ground units in excess of transport capacity may not retreat.
This a great mix between Adlertags rules and some of my own. You can read most of them in the "Making the playing time shorter" post
1) Attacker roll dices
Attacker rolls all his dices, then assigns hits (dices) to his units. This is to encourage Combined Arms.
2) Defender roll dices
Defender rolls all his dices, then assigns hits (dices) to his units.
3) Assign csualties
Units on the same level target each other first, then take casualties the usual way. (see the full descriptioin from Adlertag here)
4) End of Combat
The player with less land units left must retreat to another territory.
If he cant retreat, the units are removed from play. Non land units doesn't count and tanks count double (the blitz effect). In a tie, the attacker retreats.
This will speed up combat and still keep the intensity.
- Imperious leader
- Posts: 5207
- Joined: Tue Jul 06, 2004 3:04 am
- Location: Moving up to phase line red...
1. Develop weapons
2. Purchase units
3. Collect income
5. Combat Movement
7. Non-Combat movement
8. Place newly purchased units
- Imperious leader
- Posts: 5207
- Joined: Tue Jul 06, 2004 3:04 am
- Location: Moving up to phase line red...
Imperious leader wrote:I dont think so... the first thing you should do is count what you got and start buying things... develop tech, buy more units etc.. Why are we buying things before we actually know how much we actually have? The basis of what you have earned is based on what you hold from the last turn. NO longer do we go by that problem of taking territories just to grab money, only to watch the opponent retake it. IN the former case their is simply no way for any nation to assimulate a "war torn" territory and gain any economic satisfaction from it.
I think you've misread my post. Take a good look again & see that we agree. Anyway here's a link you can follow where you say yourself that it should be this way (scroll down and see):
http://www.harrisgamedesign.com/phpBB2/ ... c&start=56
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