FANDOM


This scenario adds elements of the Alpha+.2 rules for AAG40 to AA50.

1. Fighter Escorts and Interceptors Fighters can participate in strategic bombing raids. Attacking fighters may escort and protect the bombers, and they can originate from any territory, range permitting. Any or all defending fighters based in a territory that is strategically bombed can participate in the defense of the industrial complex. The number of fighters that will defend is decided after the attacker's Combat Movement phase is completed and before the Combat phase begins.

Before antiaircraft fire is resolved against the attacking air units, if there are any defending fighters an air battle occurs between the attacking and defending air units. This combat is resolved in the same way as a normal combat, with a few differences:

• Escorts (attacking fighters protecting the bombers) have an attack value of 1 (2 if the attacker has the Jet Power research breakthrough). Escorts fire first, and interceptor casualties are immediately removed. • Interceptors (defending the industrial complex) have a defense value of 2, and the bombers have an attack value of 1. Remove bomber and interceptor casualties. • The combat lasts for only one round. Antiaircraft guns fire at all remaining attacking aircraft. • After the battle, any surviving bombers proceed to carry out the raid as normal.

Fighters participating as either an escort or an interceptor cannot participate in other battles during that turn. Defending interceptors must land in their original territory. If that territory is captured, the fighters may move one space to land in a friendly territory or on a friendly aircraft carrier. This movement occurs after all of the attacker’s combats have been resolved and before the attacker’s Noncombat Move phase begins. If no such landing space is available, the fighters are lost.

2. Antiaircraft Guns The cost of AA guns will be adjusted down from 6 IPCs to 5 IPCs. AA guns are no longer captured; they are removed from play after the territory is captured.

3. Japanese-Soviet Nonaggression Pact In both 1941 and in 1942, the Soviet Union and Japan were under a pact of neutrality. The Soviet Union collects 10 IPCs, once, and at the beginning of the turn following an attack by Japan on any Soviet-controlled territory. Likewise, Japan collects 10 IPCs, once, and at the beginning of the turn following an attack by the Soviet Union on any Japanese-controlled territory.

4. Victory Conditions The game ends after one side or the other achieves its objective, listed below, and maintains it for a complete round of play. In addition, a side must control at least one of its own capitals at the end of that round in order to win.

Victory for the Allies if: • All Axis capitals are under Allied control

Victory for the Axis if: • Axis control 7 out of the following 8 Victory Cities on the Pacific front (Tokyo, Shanghai, San Francisco, Honolulu, Manila, Calcutta, Sydney, and Hong Kong); or • Axis control 8 out of the following 10 Victory Cities on the European front (Berlin, Paris, Warsaw, Rome, Washington, London, Ottawa, Moscow, Stalingrad, and Leningrad)

5. Strategic Bombing Raid When bombing, each Strategic bomber rolls one die. The number rolled +2 is the total number of hits the target will receive. Damage markers are placed under the target for each hit received.