FANDOM


The A&A Accessories Kit is a set of game pieces designed by Table Tactics to supplement Axis & Allies: Classic.

Pieces

Land Units

Jeeps

  • Cost: 3
  • Attack: 1
  • Defense: 1
  • Move: 2
Transport: 2

Land Mines

  • Cost: 1
  • Move: 1
Transport: 3

How They Work: Land Mines are set on the line of the territory being defended. Any attacking land units entering the territory across that line must pass through the mine fields. For every mine, roll a die, and for every 1 or 2 rolled the attacker loses 1 unit of their choice. Example: Germany has built 10 mines and has moved them into Western Europe and placed them on the coast off the sea zone that the UK is in. If any enemy land units attack Western Europe from that sea zone the land mines will defend. If the amphibious assault comes from the sea zone below that borders Spain, the mines do not defend. Even if the allies take control of Western Europe. The mines will remain active until the allies attempt to enter or leave through the coast off the UK sea zone. Then a die will be rolled for each mine until all mines have been used or the enemy units have been destroyed. Another example is U.S.S.R. lays mines along the line between Russia and Novosibirsk to protect against Japan's attack, but allied units from Sinkiang are retreating to Russia across that same line. They must go through the mine field with some Allied information about the field. So for every mine that is on the line, roll a die, and for every 1 that is rolled remove a unit. If there were 10 mines that were being crossed and only 2 units crossing the line you would only roll for each mine until all the mines were used or the 2 units crossing are destroyed, leaving the remaining mines there to defend. Another example is U.S.S.R. builds 20 mines and places them on the border of Eastern Europe. Germany can avoid them by attacking through the Ukraine. The U.S.S.R. player could have placed 10 mines on each border to avoid this. Mines are placed 1 time and can be crossed over by the nation that places them. (The nation that builds them will always be the one to place them) Mines that are built and not placed cannot defend and cannot be taken as loss if that territory is attacked. If the territory is lost and you have unplaced land mines in that zone, they are just removed from the board.

Air Units

Jet Fighters

  • Cost: 15
  • Attack: 4
  • Defense: 5
  • Move: 2

Operate under original Fighter Plane rules.

Heavy Fighters

  • Cost: 15
  • Attack: 4
  • Defense: 4
  • Move: 4

Operate under original Fighter Plane rules.

Super Bombers

  • Cost: 18
  • Attack: 5
  • Defense: 1
  • Move: 6

Operate under original Bomber rules.

V2 Rockets

  • Cost: 1
  • Attack: 2
  • Defense: 1
  • Move: 1 (2 when attacking)

V2 Rockets transport 2 at a time but cannot be fired from ships and cannot be used in an amphibious assault unless they are launched from a land base within 2 territories away. V2 Rockets cannot be launched at Navy ships. V2 Rockets are a 1 time use weapon you buy 1 and it can be used 1 time to attack or defend, not both.

Combat Examples: Germany buys 30 V2s on turn 1 and on turn 2 attacks Karelia using its land units and the 30 V2s. The battle goes like this: Germany rolls 30 dice for each 1 or 2 rolled a hit is made and the defender picks the units to be removed. These units do not get a defense roll. Then the rest of the battle goes as normal.

Defending: A territory with V2s is attacked, attacker still goes first, then the defender chooses his losses.The defender can not take his V2s as losses; only other units. Any V2s can be fired and for each 1 rolled they score a hit and are then removed. V2s can be used in an attack alone. Example: Turn 1 United Kingdom builds 10 V2s on turn 2 it launches them at Western Europe for each 1 or 2 rolled an enemy unit is removed.

Sea Units

Landing Craft

  • Cost: 3
  • Attack: N/A
  • Defense: N/A
  • Move: 2

Landing Craft have no combat value but can be used as a loss in land battles. Landing Craft must begin and end their move on land, and cannot cross a sea zone that is enemy occupied; also, they cannot be used in navel combat not even as cannon fodder. Landing Craft carry the same unit combinations as Transport Ships. Example of Movement: If no enemy ships are in the sea zone at the beginning of your turn. In this example, it is the United Kingdom move, and they can launch an attack using Landing Craft against Finland Norway. What they cannot do is carry those troops to Germany or Karelia because they do not have the range and could not end their turn on land.

External Links