- Imperious leader
- Posts: 5207
- Joined: Tue Jul 06, 2004 3:04 am
- Location: Moving up to phase line red...
ITALY - Starting IP: 8 IP Cash at Start: 20 IP
Northern Italy ( 2 infantry, 1 art, 2 tank, 1 fighter, 1 aa, 1 complex
Southern Italy ( 2 infantry, 1 mechanized infanry, 1 BB, 2 CA, 1 DD, 4 SS
Tunisia ( 1 infantry, 1 art, 1 tank)
Morocco 1 Infantry
Tyrrhenian Sea ( 1 BB, 1 DD, 1 transport )
This new Axis nation is a partner with Germany. All units set up in Italy are to be exchanged with Light Gray units and income can only be spent on Italian controlled complexes. Italy falls when Northern Italy is captured.
there you go enjoy. Note my game involves additional units let me know if you want the values of additional units ( based on d6 system)
- Imperious leader
- Posts: 5207
- Joined: Tue Jul 06, 2004 3:04 am
- Location: Moving up to phase line red...
here are the values for the units.. based on D6 values
Following is a brief description of some of the game units. The table at the end of this section provides additional details.
Industrial Complexes: No new ICs may be built. ICs may not be destroyed, but they may be captured.
All ground units may be moved or strategically redeployed.
Infantry: Infantry are the standard ground unit. Infantry’s attack is improved by the presence of attacking artillery at a 1/1 basis.
U.S. Marines, Commandos, Imperial Marines are special types of infantry that only the US, UK and Japanese player may purchase. Marines cost 4 IP and function like infantry, except that on amphibious assaults, they attack on a die roll of two or less. With artillery support on amphibious assaults, they attack on a die roll of three or less.
Armor: Armor units may “blitz” and move into two enemy territories if the first territory is vacant.
Artillery: Artillery provides infantry support when attacking at a 1/1 basis.
AA Guns: AA guns provide anti-air defense against air attacks on territories and strategic bombing. They can be used to launch rockets if rocket technology is developed. AA guns may not be destroyed, but they may be captured. AA guns may ONLY be moved by rail.
Air Units: During Returning Air Movement, all air units move again to return to their territory or carrier of origin. All air units may then change air bases during the Base Change sequence.
Fighters: Fighters may escort bombers and naval units, intercept air and naval units, and provide coastal and strategic air defense.
Bombers: Bombers may perform strategic bombing, intercept naval units, Paratroop Mechanized Infantry and provide coastal defense. Against air units, bombers’ attack and defense is reduced to a die roll of one.
Torpedo Bombers: Torpedo Bombers have similar capabilities as normal fighters. In addition, up to two Torpedo Bombers may be based on carriers. However, when launching from carriers, their range is reduced to one during combat movement. Torpedo Bombers cost less than fighters, but attack and defend at a lower die roll (because they represent a smaller number of aircraft). However, against naval units only, Torpedo Bombers attack at a die roll of 3 and defend at a die roll of 4.
All naval units may move to or change naval bases during the Strategic Redeployment sequence (in non-combat).
Battleships: Battleships have a one shot “shore bombardment” attack and provide infantry support during amphibious assaults during the first round of combat. Also, battleships take 2 hits before being sunk and can be repaired if damaged for IP equal to a single die roll.
Aircraft Carriers: Carriers may base up to 2 planes (either type).
Destroyers: Destroyers can move 3 spaces and also negate the surprise 1st shot from submarines. Note: they do not negate super submarines 1st shot however.
Light carriers: They have the capacity for one Dive-Bomber or Fighter.
Mechanized Infantry: Are Eligible to be dropped as paratroopers by Bombers.
One can be loaded in a regular Bomber, and two can be loaded in a Heavy Bomber. Note: Russia cannot paratroop any units.
Heavy Armor: They have increased fighting power than a regular armor unit.
Panzer S.S. Unit: These are the elite armor units of the German Army.
Battlecruisers/Cruisers: Both have a one shot “shore bombardment” attack and provide infantry support during amphibious assaults during the first round of combat. Only UK, Japan and Germany can build Battlecruisers.
Pocket Battleship: Available to Germany only and has a one hit capacity. Otherwise performs the same as a regular Battleship.
Guard Infantry: Elite Infantry formations of the Russian army.
Submarines: Attacking subs have a 1st shot “surprise attack” against naval units, unless defending destroyers are present. Losses are applied immediately; lost units do not get to shoot back. Submarines cannot attack air units, nor can air units attack submarines without Destroyers (except UK and USA starting turn 4).
Super U-Boats (type XXI class U-Boats)
They are not affected by destroyers and always have a surprise first shot.
Transports: Transports have no attack capability. However, transports can move up to 2 sea zones and load up to 2 ground units for amphibious assaults and 3 ground units when transporting to friendly territories. Note that armor units count as 2 for loading purposes. For example, a transport may move a sea zone, pick up an armor unit and infantry unit, move another sea zone, then unload onto another friendly territory or island. An amphibious assault occurs when transports unload ground units into enemy territory. A transport’s movement ends when it unloads.
Ground units may not move before loading into or after unloading from transports. During its turn, a transport may only load units from one territory and may only unload units into one territory. Transports may not load from or unload to an enemy-occupied sea zone, unless all enemy naval units have previously retreated/withdrawn from Naval Combat.
Tank destroyer: +2 on attacks only on armored class units.
Dive Bomber: Available to Germany and is just like the Torpedo Bomber, but attacks Ground Units with the attack bonus rather than naval units.
Hybrid Battleship / Carrier: Japan may convert any Battleship in port for 6 IP, which can now attack and defend at 3, provide shore bombardment and carry one plane.
Super-Battleship: Available to Japan, Germany and USA (turn 5). Simply designate one Battleship and pay 4 IP, or buy one for 24 IP. Your nation can only have one such ship at a time.
ADVANCED AXIS AND ALLIES UNIT CHART
values are in order: CLASS...TYPE......COST.......ATTACK......DEFENCE.....MOVE.....NOTES
1 INFANTRY 3 1 2 1 +1 Attack with artillery support
1 MECHANIZED INFANTRY 5 2 2 2 Paratrooper eligible
1 GUARD MECH. INFANTRY 6 3 3 2 Russia only , no Paratroopers
1 BRITISH COMMANDOS 4 1 2 1 +1 on invasions,+1 additional with artillery
1 IMPERIAL MARINES 4 1 2 1 +1 on invasions,+1 additional with artillery
1 U.S. MARINES 4 1 2 1 +1 on invasions,+1 additional with artillery
2 ARMOR 5 3 2 2 Blitz move possible
2 TANK DESTROYER 7 2 4 2 +2 On attack only vs. type 2 units (armor)
2 HEAVY ARMOR 8 4 3 2 Only Germany, Russia, US
2 PANZER GRENADIERS 9 4 4 2 Only Germany
2 PANZER S.S. ARMOR 11 5 5 2 Only Germany
2 ARTILLERY 4 2 2 1 Add +1 to each paired Infantry
2 HEAVY ARTILLERY 6 3 3 1 Add +1 for each paired infantry. Germany, Russia, US only
2 AA GUN 5 0 1 1 Anti-air defense, may move in non-combat
2 KATYUSHA ROCKETS 7 4 2 2 Russia only
2 V-2 ROCKETS 4 0 - 2 Germany turn 5, move in non-combat
3 FIGHTER 12 3 4 4 Air and naval interception, fighter escort, coastal and strategic air defense. can land on carriers
3 JET FIGHTER 14 4 5 4 Germany turn 5,UK turn 7, cannot land on carriers, AA gun has no effect
3 TORPEDO BOMBER 9 2 or 3 3 or 4 4 or 2 Higher values vs. combat with naval units, Japan, UK, US only, moves 2 from carrier
3 DIVEBOMBER 9 2 or 3 3 or 4 4 Germany only, higher values vs. combat with land units
3 BOMBER 15 4 or 1 4 or 1 6 Naval interception, coastal defense, strategic bombing , lower values vs. air units
3 HEAVY BOMBER 18 5 or 2 5 or 2 8 Naval interception, coastal defense, strategic bombing , lower values vs. air unit
3 JET BOMBER 16 4 6 6 Germany turn 7,no paratroopers, AA gun has no effect
3 KAMIKAZE Any Plane 3 or 4 0 4 or 6 Japan only, from turn directed against warships losses from successful attacks are attackers' choice.
4 SUPER BATTLESHIP (DN) one BB add 4,OR 24 5 5 2
Only Japan, Germany and US (on turn 5), take a current BB in port add 4 IP, or pay 24 IP
4 BATTLESHIP (BB) 20 4 4 2
Naval interception, one shot shore , takes 2 hits, attack/defend with die roll of 3 if damaged
4 HYBRID BATTLESHIP/CARRIER (BV)
Take any BB in port + 6 IP 3 3 2
Only Japan, Naval interception, one shot shore , takes 2 hits, attack/defend with die roll of 2 if damaged , one plane capacity
4 POCKET BATTLESHIP (PB) 15 4 4 2 Only Germany, Naval interception, one shot shore, takes 1 hit
4 BATTLECRUISER (BC) 16 4 4 2 Only UK and Japan, Naval inception, one shot shore shot, takes 1 hit
4 HEAVYCRUISER (CA) 12 3 3 2 Naval interception, one shot shot
4DESTROYER (DD) 6 1 2 3 Naval interception ,negates submarines 1st shot, Japan can transport one infantry
4 CARRIER (CV) 16 1 3 2 Naval interception,2 plane capacity (torpedo/fighter)
4 LIGHT CARRIER (CVL) 12 1 2 2 Naval interception, 1 plane capacity (torpedo/fighter)
4 SUBMARINE (SS) 8 2 2 2 Naval interception,1st shot surprise attack, cannot attack air or be attacked by air w/o destroyers
4 SUPER U-BOAT (SU)
(type xxi class U-Boat) 12 3 3 3
Only Germany turn 7,naval interception, 1st shot surprise attack, cannot attack air or be attacked by air w/o destroyers
4 TRANSPORT(TR) 8 0 1 2 Can carry 2 infantry or 1 tank
Italy controll this territories:
North and South Italy, Tunisia and Libya. Total income of 8 IPC.
Also the infantri units on Morocco and Crete should be Italian units, and perhaps even one of the infantry on Greece.
Buy the A&A Anniversary editon and collect the Italian units.
Now I advice you to also use the new cruiser unit, and the new rules and cost from A&A Anniversary ed.
NEW COST AND VALUES :
Inf cost 3, att 1 def 2
Art cost 4, att 2 def 2
Tank cost 5, att 3 def 3
AA-gun cost 6, def one dice to each plane, each 1 is a hit
Fighter cost 10, att 3 def 4
Bomber cost 12, att 4 def 1
Sub cost 6, att 2 def 2, roll Surprice attack if no enemy destroyer are present. Aircrafts need a friendly destroyer to att/def against enemy subs. Before combat, the subs choose to submerge or commit to combat, unless there are any enemy destroyers present. The subs can not stall any enemy units from passing through the sea zone.
Important: A sub can NOT liberate any friendly convoy zone. For that you need a surface combat ship.
Tranny cost 7, no def value, and dont stall enemy units from moving through. May take 1 infantry together with 1 other inf, art or tank, in any combination.
Destroyer cost 8, att 2 def 2. May denie subs Surprice attack, and denie subs to submerge before combat. And make aircrafts attack subs.
Cruiser cost 12, att 3 def 3, shore bombard on 3 with a matching land unit.
Battleship cost 20, att 4 def 4, shore bomb 4 with matching land unit. And take 2 hits to sink.
Carrier cost 14, att 1 def 2, and carrie 2 figthers
NEW SET UP
Because of adding cruisers, this units are added to the standard set up :
UK got 1 cruiser in North Sea, and 1 cruiser in Gibraltar.
Italy got 1 cruiser in Tyrrenian Sea.
Germany got 1 destroyer on Danish sea.
LIMIT ON PLACING NEWLY PURCHASED UNITS.
In homeland factory, you may only place the twice numbers of units, of the land value. Germany have a value of 6, so you may place 12 new units there. Moswcow have a value of 2, so you may place 4 new units there.
In occupied factories, you may only place the number of the land value. Leningrad has a value of 1, so the Axis conquerer may only place 1 new unit there
STRATEGIG BOMBING RAIDS:
AA-guns and interceptor fighters roll dice.
Escort fighters roll dice.
Bombers roll SBR-dice against factories. Use the Anniversary rules. For each pip, put a grey chip under the factory. You may bomb the factory for 4 times the land value. Germany has a value of 6, so you may bomb Germany for 24 points. It cost 1 IPC to remove 1 grey chip, and in Germanys case, if his factory has 24 chips under it, he needs to pay 13 IPC to remove 13 chips before he can place 1 new unit there.
Germany use superior land tactic.
- Mech inf. 2 infantry may ride 2 spaces with a matching tank.
-Panzerblitz. Tanks may move 1 additional space after combat are finished.
- Heavy artillery. 1 artillery boost up 2 matching infantry.
- Paratroops. 1 bomber may both drop 1 matching infantry in the first enemy territory, and also do the bomber attack.
-Lend/Lease. The allies may land aircrafts or land units in USSR territories with factories, and then this allied units become russian after the russian turn. The green/kahki units are changed with brown ones.
-Severe winter. All russian units in Karelia, Leningrad, Archangels, Moscow, Siberia, Turkestan, Stalingrad and Caucasus defend on 3 or less, because the terrain and winter in these territories do favour the defender.
Italy was a very incalculable country.
- White flag. Italian land and naval units may retreat when defending. They must fight the first round of combat, but after that they may retreat after any round.
UK use radar and superior navy tactic:
- UK AA-guns hits on 2 or less, because of radar.
- When UK ships do naval combat or ambhipious landings, roll all the dice simultanesly, and then assigne the hits to the proper units. The brits was good at combining the different arms. So if 2 destroyers, 1 battleship and 3 fighters attack or defend, then you roll 6 dices, and assign the 2's or less to the destroyers, the 3's or less to the fighters and any 4 or less to the battleship. This is better use of the dice.
USA got the money
- War Bonds. Roll a D6 dice in purchase units phase. For each pip, US got that number in extra IPC to spend on units.
- US Marines. Use the dark green marines from A&A Pacific game. This Marines attack on 2 or less when in amphibious assault. They attack on 3 when being supportet by matching shore bombardment.
-Paratroopers. 1 bomber may drop 1 matching infantry in the first enemy territory, and do the bomber attack too.
MODIFIE THE MAP
Belorussia is way too big, and must be split. Draw a line from Moscow to Ukraine. In a real map Belorussia is a long way from Stalingrad, and cannot be adjacent even in a decent A&A map. Not even for playability.
Ukraine must be split in Western Ukraine and Eastern Ukraine. Or you could let Bessarabia cover the ground down to the Black Sea, the effect will be the same.
Caucasus must be split in North Caucasus and South Caucasus.
Syria is not adjacent to Iran.
NEUTRALS IN PLAY
You are the man, and may attack and plunder any neutral on will. Use the new Chines units from Anniversary ed as neutrals for Sweden and Spain, and the Japanse infantry for Turkey.
Sweden are set up with 3 infantry, and zero IPC income, because this resources are already in the Norwegian and Finnish values.
Spain are set up with 4 infantry, and 2 IPC income. Poor after the civillian war.
Turkey are set up with 4 infantry and 1 IPC income.
NEW VICTORY CONDITIONS
Farewell to team victory, and welcome to individual victory.
The game ends when the majority of players are fed up, sick and tired of playing, and the winner is the man who has conquered most new IPC's worth of territories.
USA and UK may win as a team, and Germany and Italy may win as a team, but USSR can never win in team with anybody. They are commies, remember. Now I dont care much for this political correct mumbo jumbo that you americans love to commit for sure, I just want historical correctness, damit. Yeah, that figures.
The USSR territores should be the same as the real Sovjet Military Districts during the war.
http://en.wikipedia.org/wiki/Military_d ... jet_Union)
Also read this link
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