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This represents the most recent version of Alpha. It supersedes Alpha +2, and the changes from those rules are marked in red. Blue rules have not actually changed from the box rules. These sections are for clarification purposes only.

Please use the following setups, National Objectives and listed rule changes and additions when playing Global 1940. These rules or the final variation of these rules will appear in future re-prints of Axis & Allies Pacific 1940 and Axis & Allies Europe 1940.

At this time there are no more recent Alpha rules than this one. If a more recent Alpha rule set is presented you will be instructed on how to access it.

Once again I'd like to thank Kevin Chapman for his brilliant contributions and hours of looking over my shoulder. Most of you don't know Kevin but ALL of you know Krieghund... (they are one and the same). Alpha+.2 also owes a great deal to the many contributors of this Axis & Allies web site. Thank you all. This could not have been done without you.

Larry Harris Creator of Axis & Allies


Alpha +3 Posted:September 1, 2011

Victory Conditions: The Allies win the game by controlling Berlin, Rome, and Tokyo for a complete round of play, as long as they control an Allied capital (Washington, London, Paris, or Moscow) at the end of that round.

The Axis wins by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play, as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.


Turn Order:

  • 1st. Germany
  • 2nd. Soviet Union
  • 3rd. Japan
  • 4th. United States
  • 5th. China
  • 6th. UK
  • 7th. ANZAC
  • 8th. Italy
  • 9th. France


Political Situations:

Powers Not at War with One Another (Note: These rules have not actually changed from the box rules. This section is for clarification purposes only.) When two powers on opposite sides are not yet at war with one another, they operate under some special conditions and restrictions.

Movement: A power’s ships don’t block the naval movements of other powers with which it’s not at war, and vice versa. They can occupy the same sea zones.

Combat: A power can’t attack a territory controlled by or containing units belonging to a power with which it is not at war. If a power at war attacks a sea zone containing units belonging to both a power with which it’s already at war and a power with which it’s not at war, the latter power’s units are ignored. Those units won’t participate in the battle in any way, and a state of war with that power will not result.

Neutral Powers: When a power is not at war with anyone, it is neutral. Powers that begin the game neutral, such as the United States and the Soviet Union, aren’t initially part of the Allies or the Axis. The Axis powers are on the opposite side of these neutral powers, but they are not yet considered enemies. While a power remains neutral, it operates under even tighter restrictions. A neutral power can’t move land or air units into neutral territories. It can’t move units into territories or onto ships belonging to another power or use another power’s naval bases, nor can another power move land or air units into its territories or onto its ships or use its naval bases.

Declaring War (Note: These rules have not actually changed from the box rules. This section is for clarification purposes only.) If there are no restrictions currently keeping you from being at war with a power on the other side (see The Political Situation, pg. 9), you may declare war on that power. War must be declared on your turn at the beginning of the Combat Move phase, before any combat movements are made, unless otherwise specified in the political rules. An actual attack is not required. Once a state of war is entered into, all territories and sea zones containing units belonging to the power or powers on which you declared war instantly become hostile to your units, and the normal restrictions of moving into or through hostile spaces apply, with one exception. During your Combat Move phase following the entry into a state of war, your transports that are already in sea zones that have just become hostile may be loaded in those sea zones (but not in other hostile sea zones). In effect, transports may be loaded in their initial sea zones for amphibious assaults before war is declared, while the sea zone is still friendly.

If another power declares war on your power, your power is at war immediately, but only with the power that declared war on it. You must wait until your turn to make any declarations of war on other powers that were enabled by that declaration. For example, if Germany declares war on the United States, the United States is immediately at war with Germany, but it must wait until its turn to declare war on Italy. Of course, the United States may also declare war on Germany on its turn, but this is technically unnecessary, as the two powers are already at war.

Declarations of war are either “provoked” or “unprovoked”. A declaration of war is considered to be provoked when either the declaration is made in reaction to the direct aggression of another power or when a political rule allows the power to declare war due to a specific action being taken by another power. For example, the United States is allowed to declare war on any or all Axis powers if an Axis power declares war on it, so if Germany declares war on the United States, a subsequent declaration of war by United States on Italy would be considered provoked. A declaration of war under any other circumstances is considered to be unprovoked.


Political Situation - Soviet Union: The Soviet Union begins the game at war with no one. When not yet at war with Japan, in addition to the normal restrictions (see Powers Not at War with One Another above), the Soviet Union may not move units into or through China. The Soviet Union may not declare war on any European Axis power before turn four unless first declared war upon by a European Axis power or an Axis power captures London.

Due to its separate treaties with Germany and Japan, the Soviet Union is in a unique position in its relationship with the Axis powers. As a result, if the Soviet Union is at war with Axis powers on only one map, it is still under the restrictions of being a neutral power (see Powers Not at War with One Another above) on the other map. In other words, a state of war with Japan lifts those restrictions from the USSR on the Pacific map only, and a state of war with Germany and/or Italy lifts those restrictions on the Europe map only.

Political Situation - Japan: At the beginning of the game, Japan is at war only with China. Japan considers movement of units into China by any other Allied power as an act of war against it. When not yet at war with the United States, in addition to the normal restrictions (see Powers Not at War with One Another above), Japan may not end the movement of its sea units within two sea zones of the Western United States or Alaska territories. Japan may declare war on the United Kingdom, ANZAC, the United States, France, or the Soviet Union at the beginning of the Combat Move phase of any of its turns. A declaration of war by Japan against either the United Kingdom or ANZAC will immediately result in a state of war between Japan and both of those powers. A state of war between Japan and France or between Japan and the Soviet Union will not affect relations between Japan and the United States, and vice versa. Japan may attack Dutch territories only if a state of war exists between it and the United Kingdom and ANZAC.


The Alpha+.2 Non-aggression agreement rule between the Soviet Union and Japan that awarded 12 IPC to the first of these two powers that was attacked by the other has been discarded. The original rule that the details of the Soviet-Japanese non-aggression pact are to be worked out by the players involved is restored. This agreement may involve any terms that do not break the rules of the game. In addition, the following new rule is instated:

Amur – Manchurian/Korean Front: With the recent unsuccessful Japanese invasion of Eastern Mongolia (1939), and the fragile treaty that followed, Mongolia feels obligated to consider any Japanese military movement into Amur as a flanking threat to its national sovereignty and will immediately renounce its neutrality and join the Allies. If the Japanese attack Amur from Manchuria and/or Korea, all Mongolian territories (Olgiy, Dzavhan, Tsagaan-Olom, Central Mongolia, Ulaanbaatar, and Buyant-Uhaa) are immediately placed under control of the Soviet Union in the same manner as though the Soviet Union had moved land units into a friendly neutral territory. These territories have Soviet control markers placed on them, and their standing army units are placed on the board and are controlled by the Soviet Union player from then on. This occurs regardless of the state of relations between the Soviet Union and Japan at the time of the attack. It should be noted that no penalty or bonus is awarded to either side if the Soviet Union attacks Manchuria or Korea.

Political Situation - United States: In addition to the normal restrictions (see Powers Not at War with One Another above), while it’s not at war with Japan, the United States may not move units into or through China or end the movement of its sea units in sea zones that are adjacent to Japanese-controlled territories. While not at war with Germany or Italy, the United States may end the movement of its sea units on the Europe map only in sea zones that are adjacent to US territories, with one exception - US warships (not transports) may also conduct long-range patrols into sea zone 102. If the United States has war declared on it by an Axis power, an Axis power captures London or any territory in North America, or Japan makes an unprovoked declaration of war on the UK or ANZAC, the United States may declare war on any or all Axis powers. However, if it’s not yet at war by the Collect Income phase of its third turn, the United States may declare war on any or all Axis powers at the beginning of that phase.

All 3 Minor ICs in the continental US automatically are converted to Major ICs at no cost when the US a state of war and may be used as such immediately. They can be upgraded prior to that time in the normal way.


National Objectives (Global Rules).

Germany

When Germany Is Not at War with the Soviet Union:

  • 5 IPCs representing wheat and oil from the Soviet Union. Theme: Beneficial trade with the Soviet Union.

When Germany Is at War with the Soviet Union:

  • 5 IPCs per territory if Germany controls Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow). Theme: High strategic and propaganda value.
  • 5 IPCs if Germany controls Caucasus. Theme: Control of vital Soviet oil production.

When Germany Is at War with the United Kingdom and France:

  • 5 IPCs if at least one German land unit is in Axis-controlled Egypt. Theme: Gateway to the Middle East oilfields (high propaganda value).
  • 5 IPCs if Germany controls both Denmark and Norway while Sweden is not either pro-Allies or Allied-controlled. Theme: Access to iron ore and other strategic resources.
  • 2 IPCs per territory if Germany controls Iraq, Persia, and/or Northwest Persia. Theme: Access to strategic oil reserves.

Soviet Union

When the Soviet Union Is at War in Europe:

  • 5 IPCs if the convoy in sea zone 125 is free of Axis warships, Archangel is controlled by the Soviet Union, and there are no units belonging to other Allied powers present in any territories originally controlled by the Soviet Union. Theme: National prestige and access to Allied Lend-Lease material.
  • 3 IPCs for each original German territory the Soviet Union controls. Theme: Propaganda value.
  • 10 IPCs (one time only) the first time the Soviet Union controls Germany (Berlin). Theme: National prestige.

Japan

When Japan Is Not at War with the United States:

  • 10 IPCs if Japan is not at war with the United States, has not attacked French Indo-China, and has not made an unprovoked declaration of war against United Kingdom/ANZAC. Theme: Strategic resource trade with the United States.

When Japan Is at War with the Western Allies:

  • 5 IPCs if Japan controls the following territories: Guam, Midway, Wake Island, Gilbert Islands, and Solomon Islands. Theme: Strategic outer defense perimeter.
  • 5 IPCs per territory if Japan controls India (Calcutta), New South Wales (Sydney), Hawaiian Islands (Honolulu) and/or Western United States (San Francisco). Theme: Major Allied power centers.
  • 5 IPCs if Japan controls all of the following territories: Sumatra, Java, Borneo, and Celebes. Theme: Strategic resource centers.

United Kingdom

When the United Kingdom Is at War in Europe (awarded to the Europe economy):

  • 5 IPCs if the United Kingdom controls all of its original territories in its European economy (see pg. 32). Theme: Maintenance of the empire considered vital national objective.
  • 5 IPCs if there is at least one UK and one US unit, at the same time, in France (Paris). Theme: Great Alliance collaboration.

When the United Kingdom Is at War with Japan (awarded to the Pacific economy):

  • 5 IPCs if the United Kingdom controls both Kwangtung and Malaya. Theme: Maintenance of the empire considered vital national objective.
  • 5 IPCs if the Allies (not including the Dutch) control all of the following territories: Sumatra, Java, Borneo, and Celebes. Theme: Strategic resource centers.

ANZAC

When ANZAC Is at War with Japan:

  • 5 IPCs if an Allied power controls Malaya and ANZAC controls all of its original territories. Theme: Malaya considered strategic cornerstone to Far East British Empire.
  • 5 IPCs if the Allies (not including the Dutch) control Dutch New Guinea, New Guinea, New Britain, and the Solomon Islands. Theme: Strategic outer defense perimeter.

Italy

When Italy Is at War:

  • 5 IPCs if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99). Theme: Propaganda and strategic advantage.
  • 5 IPCs if Axis powers control at least 3 of the following territories: Gibraltar, Southern France, Greece, and Egypt. Theme: Stated national objectives – Greater Roman Empire.
  • 5 IPCs if Axis powers control all of the following territories: Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandria. Theme: Stated North African military objectives.
  • 2 IPCs per territory if Italy controls Iraq, Persia, and/or Northwest Persia. Theme: Access to strategic oil reserves.

United States

When the United States Is at War:

  • 10 IPCs if the United States controls all of the following territories: Eastern United States, Central United States, and Western United States. Theme: Basic national sovereignty.
  • 5 IPCs if the United States controls all of the following territories: Alaska, Aleutian Islands, Hawaiian Islands, Johnston Island, and Line Islands. Theme: National sovereignty issues.
  • 5 IPCs if the United States controls all of the following territories: Mexico, South Eastern Mexico, Central America, and West Indies. Theme: Defense treaty and trade obligations.
  • 5 IPCs if the United States controls Philippines. Theme: Center of American influence in Asia.
  • 5 IPCs if there is at least one UK and one US unit, at the same time, in France (Paris). Theme: Great Alliance collaboration

China

6 IPCs if the Burma Road is totally open. Allied powers must control India, Burma, Yunnan, and Szechwan for this to occur. China is also permitted to purchase artillery (represented by US pieces) if the Burma Road is open. Theme: Chinese military supply line corridor.

France

Troop Bonus: When the territory France is liberated, the player controlling France immediately places up to 12 IPCs worth of any French units on the territory France. This happens only once per game. Theme: National liberation and national prestige.


National Setup by Power

Germany

  • Holland/Belgium: 4 Infantry, 2 Artillery, 3 tanks, 1 Fighter
  • Western Germany: 3 Infantry, 1 Artillery, 4 Mech Infantry, 2 Fighters, 3 Tac bombers, 3 AA guns, 1 Major IC, 1 Naval base, 1 Airbase
  • Greater Southern Germany: 6 Infantry, 2 Artillery, 2 tanks
  • Germany: 11 Infantry, 3 artillery, 1 Tac Bomber, 1 Bomber, 1 Major IC, 3 AA guns
  • Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
  • Poland: 3 Infantry, 1 Tank, 1 Tac Bomber
  • Romania: 2 Infantry, 1 Tank
  • Norway: 2 Infantry, 1 Fighter
  • Denmark: 2 Infantry
  • Sea Zone 103: 1 Sub
  • Sea Zone 108: 1 Sub
  • Sea Zone 113: 1 Cruiser, 1 Battleship, Transport
  • Sea Zone 117: 1 Sub
  • Sea Zone 118: 1 Sub
  • Sea Zone 124: 1 Sub


Soviet Union

  • Karelia: 2 Infantry
  • Archangel: 1 Infantry
  • Russia: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank, 1 Fighter, 1 Tac Bomber, 2 AA Guns, 1 Airbase, 1 Major IC
  • Volgograd: 1 tank, 1 Mech Infantry, 1 Minor IC
  • Caucasus: 2 Infantry
  • Bessarabia: 2 Infantry
  • Western Ukraine: 1 Infantry, 1 Artillery
  • Eastern Poland: 2 Infantry
  • Baltic States: 3 Infantry
  • Belarus: 1 Infantry
  • Novgorod: 6 Infantry, 1 Artillery, 1 Fighter, 2 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
  • Vyborg: 3 Infantry
  • Ukraine: 3 Infantry, 1 Minor IC
  • Amur: 6 Infantry
  • Sakha: 6 Infantry, 2 AA guns
  • Buryatia: 6 Infantry
  • Sea Zone 115: 1 Battleship, 1 submarine
  • Sea Zone 127: 1 Sub


Japan

  • Japan: 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bomber, 3 AA Guns, 1 Airbase, 1 Naval Base, 1 Major IC
  • Manchuria: 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 2 Fighters, 2 Tac Bombers
  • Palau Island: 1 Infantry
  • Kiangsi: 3 Infantry, 1 Artillery
  • Formosa: 1 Fighter
  • Shantung: 3 Infantry, 1 Artillery
  • Kwangsi: 3 Infantry, 1 Artillery
  • Iwo Jima: 1 Infantry
  • Jehol: 2 Infantry, 1 Artillery
  • Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base
  • Siam: 2 Infantry
  • Okinawa: 1 Infantry, 1 Fighter
  • Kiangsu: 3 Infantry, 1 Artillery, 1 Fighter, 1 Tac Bomber.
  • Korea: 4 Infantry, 1 Fighter
  • Sea Zone 6: 1 Sub, 2 Destroyers, 2 Carriers each with 1 Tac & 1 Ftr., 1 Cruiser, 1 Battleship, 1 Transport
  • Sea Zone 19: 1 Sub, 1 Battleship, 1 Destroyer, 1 Transport
  • Sea Zone 33: 1 Destroyer, 1 Carrier w/ 1 Tac & 1 Ftr.
  • Sea Zone 20: 1 Cruiser, 1 Transport


United Kingdom Atlantic side of map

  • Ontario: 1 Infantry, 1 Artillery
  • Quebec: 1 Infantry, 1 Tank, 1 Minor IC
  • New Brunswick Nova Scotia: 1 Naval Base
  • Iceland: 1 Airbase
  • United Kingdom: 2 Infantry, 2 Fighters, 4 AA guns, 1 Airbase, 1 Naval Base, 1 Major IC
  • France: 1 Infantry
  • Normandy/Bordeaux: 1 Infantry, 1 Fighter
  • Gibraltar: 1 fighter, 1 Airbase, 1 Naval Base
  • Malta: 1 Infantry, 1 Fighter, 1 AA gun, 1 Airbase
  • Alexandria: 2 Infantry, 1 Artillery, 1 Tank
  • Egypt: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Naval Base
  • Anglo-Egyptian Sudan: 1 Infantry
  • Union of South Africa: 2 Infantry, 1 Naval Base, 1 Minor IC
  • West India: 1 Infantry
  • Scotland: 1 Infantry, 1 Fighter, 1 Airbase
  • Sea Zone 71: 1 Destroyer
  • Sea Zone 91: 1 Cruiser
  • Sea Zone 98: 1 Cruiser, 1 Destroyer, 1 Carrier w/1 Tac Bomber, 1 Transport
  • Sea Zone 106: 1 Destroyer, 1 Transport
  • Sea Zone 109: 1 Destroyer, 1 Transport
  • Sea Zone 110: 1 Cruiser, 1 Battleship
  • Sea Zone 111: 1 Destroyer, 1 Battleship
  • Sea Zone 112: 1 Cruiser


United Kingdom Pacific side of the map

  • Kwangtung: 2 Infantry, 1 Naval Base
  • Burma: 2 Infantry, 1 Fighter
  • Malaya: 3 Infantry, 1 Naval Base
  • India: 6 Infantry, 1 Artillery, 2 AA Guns, 1 Fighter, 1 Tac Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
  • Sea Zone 37: 1 Battleship
  • Sea Zone 39: 1 Destroyer, 1 Cruiser, 1 Transport

ANZAC

  • New South Wales: 2 Infantry, 2 AA guns, 1 Minor IC, 1 Naval Base.
  • New Zealand: 1 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
  • Queensland: 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base.
  • Malaya: 1 Infantry
  • Egypt: 2 infantry
  • Sea Zone 62: 1 Destroyer, 1 Transport
  • Sea Zone 63: 1 Cruiser

Italy

  • Northern Italy: 2 Infantry, 2 Artillery, 1 tank, 1 Fighter, 1 Strategic Bomber, 2 AA Guns, 1 Major IC
  • Southern Italy: 6 Infantry, 1 Fighter, 2 AA Guns, 1 Naval Base, 1 Airbase, 1 Minor IC Albania: 2 Infantry, 1 tank
  • Italian Somaliland: 1 Infantry
  • Ethiopia : 2 Infantry, 1 Artillery
  • Libya: 1 Infantry, 1 Artillery
  • Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank
  • Sea Zone 95: 1 Destroyer, 1 Cruiser, 1 Sub, 1 Transport
  • Sea Zone 96: 1 Destroyer, 1 Transport
  • Sea Zone 97: 1 Cruiser, 1 Battleship, 1 Transport


United States

  • Western US: 2 Infantry, 1 Mech Infantry, 1 Artillery, 1 Fighter, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC
  • Hawaiian Islands: 2 Infantry, 2 fighters, 1 Airbase, 1 Naval Base.
  • Philippines: 2 Infantry, 1 fighter, 1 Airbase, 1 Naval Base.

Midway: 1 Airbase

  • Wake Island: 1 Airbase
  • Guam: 1 Airbase
  • Eastern United States: 1 Infantry, 1 Fighter, 1 Artillery, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC
  • Central United States: 1 Infantry, 3 Mech Infantry, 1 Tank, 1 Bomber, 1 Minor IC
  • Sea Zone 26: 1 Sub, 1 Destroyer, 1 Cruiser, 1 Transport
  • Sea Zone 10: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport, Carrier w/Tac & Ftr
  • Sea Zone 35: 1 Destroyer, 1 Submarine
  • Sea Zone 101: 1 Cruiser, 1 Transport


China

  • Szechwan: 5 Infantry and one fighter
  • Hunan: 2 Infantry
  • Yunnan: 4 Infantry
  • Kweichow: 2 Infantry
  • Shensi: 1 Infantry
  • Suiyuyan: 2 Infantry

France

  • France: 6 Infantry, 2 Artillery, 2 Tanks, 1 AA gun, 1 Fighter, 1 Airbase, 1 Major IC
  • Normandy/Bordeaux: 1 Infantry, 1 tank, 1 Naval Base, 1 Minor IC
  • Southern France: 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
  • United Kingdom: 1 infantry, 1 fighter
  • Syria: 1 Infantry
  • Tunisia: 1 Infantry
  • Morocco: 1 Infantry
  • Algeria: 1 Infantry
  • French West Africa: 1 Infantry
  • Sea Zone 72: 1 Destroyer
  • Sea Zone 93: 1 Destroyer, 1 Cruiser
  • Sea Zone 112: 1 Cruiser


Global United Kingdom Rules: (Note: Other than the distribution of a few territories between the two economies, these rules have not actually changed from the box rules. This section is for clarification purposes only.)

One power, Two Economies

The United Kingdom is one power that has two separate economies, Europe and Pacific. The income levels and IPC treasuries for the two economies are tracked separately. The “Union Jack” national control makers are for tracking the Pacific economy’s income level on the National Production Chart. The Europe economy includes all of the territories controlled by United Kingdom on the Europe map. London is its regional capital. The Pacific economy includes all of the territories controlled by United Kingdom on the Pacific map. Calcutta is its regional capital. There are two exceptions to this regional division. West India, on the Europe map, is part of the Pacific economy, and the North American territories on the Pacific map are part of the Europe economy.

Research & Development

Either economy can pay all or part of the cost of conducting Research and Development. The results apply to the power as a whole. Purchase & Repair

Both United Kingdom Europe and Pacific make their own separate purchases and repairs.

Combat Moves, Conduct Combat, and Noncombat Moves

All combat moves, combat, and noncombat moves are made or conducted as any other power’s single, united force.

Mobilize New Units

United Kingdom mobilizes its new units purchased by each economy at industrial complexes that fall under that economy.

Collect Income

Each of the two economies’ incomes should be separately collected and maintained. This will include any income deducted for convoy disruptions or awarded for national objective income.

Capture of an Axis Capital

If Berlin or Rome is captured by the United Kingdom, the IPCs go to the Europe economy’s treasury. If Tokyo is captured, the IPCs go to the Pacific economy’s treasury. This applies even if the receiving economy's regional capital is held by the Axis.

Capture of one of the United Kingdom’s Regional Capitals

If one of the regional capitals is captured, it will surrender any unspent IPCs that its economy has in its treasury to the capturing Axis power. An economy whose capital is held by the Axis can't collect income, spend IPCs, or repair units. The free regional capital may never collect IPCs that would normally go to the captured regional capital, even if such territories are recaptured from the Axis. Other Allied powers can temporarily take control of any original United Kingdom territory that would otherwise be liberated when its regional capital (London or Calcutta) has been captured by the Axis.


Rule Changes:.

Some of these changes are already familiar to you, some are brand new. This list is presented mostly in general terms (in some cases it was felt that detailed descriptions and explanations would be needed). I think you’ll get the general game mechanics from the information provided below.


What is an Island:

An island or island group is a single territory surrounded entirely by one or more sea zones. A sea zone can contain more than one island or island group, but each one is considered one territory. Each territory has a separate name and emblem on it. It’s not possible to split up land-based units so that they are on different islands in the same group. For example, Sardinia and Sicily are both located in sea zone 95. These named islands can each have independent land-based units. However, West Indies, located in sea zone 89, is an island group (one territory), so any land units there are all together, not on separate islands.


AA Guns:

Cost: 5 Attack: - Defense: - Move: 1

Unit Characteristics

Limited Move: Normally this unit can be moved only during the Noncombat Move phase. This unit cannot move during the Combat Move phase (other than being carried on a transport if the unit was loaded on a prior turn).

No Combat Value: Even though an AA gun can defend, either alone or with other units, it has a combat value of 0. This means that an AA gun cannot fire in the defending units fire step. It can, however, be taken as a casualty. If a territory containing AA guns and no combat units is attacked, the AA guns are automatically destroyed. AA guns may never attack.

Air Defense: AA guns can only fire at an air unit when that unit attacks the territory containing that AA gun. AA guns fire only once, before the first round of combat. Each AA gun in the territory may fire up to three times, but only once per attacking air unit. In other words, the total number of air defense dice rolled is three times the number of AA guns, or the number of attacking air units, whichever is the lesser. Once the number of air defense dice is determined, the dice are rolled. For each “1” rolled, the attacker must choose one air unit as a casualty. These casualties are removed immediately, and will not participate in the remainder of the battle. This AA gun attack is made immediately before normal combat occurs in the territory containing the AA gun. AA guns do not defend facilities against strategic or tactical bombing. Facilities have their own “built in” air defenses.


Industrial Complexes:

Major industrial complexes can only be built on originally controlled territories (this includes upgrading minor ones). Likewise they may not be upgraded when captured. Major industrial complexes are reduced to minor when captured. The original owner of the territory may upgrade it if the territory is recaptured.

Submarines:

Submarines no longer fire a special “sneak attack” shot at unescorted transports that move through their sea zone (see page 30 of the Europe Rulebook). Instead, transports are not allowed to unload land units for an amphibious assault in a sea zone containing an enemy sub(s) belonging to a power with which they are at war unless at least one of his warships was also present in the sea zone at the end of the Combat Move phase.


Scramble:

Scrambling is a special movement that the defender can make at the end of the Combat Move phase. It must be done after all of the attacker’s combat movements have been completed and all attacks have been declared. The attacker may not change any combat movements or attacks after the defender has scrambled. A quick reaction team of no more than 3 defending fighters and tactical bombers (strategic bombers can’t scramble) located on each island or coastal territory that has an operative air base can be scrambled to defend against attacks in the sea zones adjacent to those territories. These air units can be scrambled to help friendly units in adjacent sea zones that have come under attack. They can also be scrambled to resist amphibious assaults from adjacent sea zones, whether or not the territory being assaulted is the territory containing the air base. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present.

In situations where a sea zone is adjacent to more than one territory containing an air base, sea zone 109 and Scotland and United Kingdom for example, each of the territories can scramble up to 3 fighters and/or tactical bombers. In situations where a territory containing an air base is adjacent to more than one sea zone, United Kingdom and sea zones 109 and 110 for example, the territory may still only scramble up to 3 fighters and/or tactical bombers, but they may be split between the sea zones in any combination.

Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat. They are treated as normal defending units in their sea zones. As defenders, they may not retreat. They can’t participate in any other battles during that turn, including a battle in the territory from which they were scrambled.

After all combat is completed, each surviving scrambled air unit must return to the territory from which it was scrambled. If the enemy has captured that territory, the unit can move one space to land in a friendly territory or on a friendly aircraft carrier. If no such landing space is available, the unit is lost. Surviving scrambled air units land during that turn’s Noncombat Move phase, before the attacker makes any movements.


Kamikaze Strikes:

The Japanese player has the ability to make a special defensive strike against Allied surface warships. Japan is allowed to make six kamikaze strikes during the game. These strikes can only be made in sea zones that contain the Kamikaze symbol. They are the sea zones surrounding Japan, Okinawa, Iwo Jima, Formosa, Marianas, and Philippines. If an Allied player attacks Japanese units or declares an amphibious assault from one of these sea zones, the Japanese player can announce at the beginning of the Conduct Combat phase that he or she intends to launch one or more kamikaze strikes. They are resolved before any combat begins.

The Japanese player must declare how many kamikaze strikes will be made, in which sea zone(s) they will be used, and which enemy ship will be attacked by each kamikaze before any dice are rolled. For each declared strike, one Kamikaze token must be spent (no actual air unit is involved) and will be removed from the game after the strike is resolved. A kamikaze strike can target any specific enemy surface warship (not a submarine or transport). More than one kamikaze strike can be made against the same ship. Kamikaze strikes have an attack roll of 2 or less. If a hit is scored, it must be applied to the chosen unit. Sea units (all but submarines and transports) that are successfully destroyed by a kamikaze strike (capital ships still take two hits) are immediately removed and will not participate in the subsequent battle. A kamikaze strike prevents offshore bombardment supporting an amphibious assault in that sea zone, whether or not it is successful.


Strategic Bombing Raids (SBRs):

A strategic or tactical bombing raid is a direct attack on a facility. During this step, you can bomb enemy industrial complexes, air bases, and naval bases with your strategic bombers. You can also bomb enemy air and naval bases with your tactical bombers. When you damage these facilities, their capabilities are decreased or eliminated, and your enemy must spend IPCs to repair them in order to restore those capabilities. Repairs can be made by the units’ controlling player during his or her Purchase & Repair Units phase.

To conduct a bombing raid, the attacking player moves his or her bombers to the territory on the map containing the target(s). Note that a base may be both strategically and tactically bombed at the same time. Both attacking and defending fighters (not tactical bombers) can also participate in strategic bombing raids as escorts and interceptors. Escort fighters (those accompanying the attacking bombers) can escort and protect the bombers, and they can originate from any territory or sea zone, range permitting. They can’t participate in any other battles during that turn, including a battle in the territory in which the bombing raid is occurring. This applies whether or not the defender commits any interceptors.

Any number of defending fighters based in a territory that is about to be strategically and/or tactically bombed can be committed to participate in the defense of that territory’s facilities as interceptors, whether or not there are attacking fighter escorts. The number of defending fighters that will intercept is decided by the owning player(s) after the attacker’s Combat Move phase is completed and before the Conduct Combat phase begins. These fighters cannot participate in other battles during that turn, including a battle in the territory in which the bombing raid is occurring. They must remain in their original territory after the battle. If that territory is captured, they can move one space to land in a friendly territory or on a friendly aircraft carrier. This movement occurs during the Noncombat Move phase, before the acting player makes any noncombat movements. If no such landing space is available, the fighters are lost.

If the defender has elected to commit fighter interceptors, an air battle will be fought immediately before the strategic bombing raid is conducted. This air battle, which ends after one round of combat, is resolved in the following way:

1. Both the attacking bombers and fighter escorts, if any, fire with an attack value of 1. For each “1” rolled, a defending interceptor is immediately removed as a casualty.

2. The surviving defending interceptors then fire with a defense value of 2. For each result of “2” or less, the attacker must choose a casualty and remove it.

After the air battle is complete, or if there were no defending fighter interceptors, surviving fighter escorts are considered to be retreated. They don’t participate in the actual bombing raid, are not subject to antiaircraft fire, and will remain in the territory until the Noncombat Move phase. Any surviving attacking bombers carry out the bombing raid. If the territory offers more than one target, the bombers may be divided into groups, and each assigned a specific target (tactical bombers may not attack industrial complexes).

Each industrial complex, air base, and naval base has its own antiaircraft system. If there is an antiaircraft gun in the targeted territory, don’t roll for it. Those antiaircraft guns are used to protect combat units. Each complex and base rolls one die against each bomber directly attacking it (regardless of the number of bombers). For each “1” rolled, a bomber of the attacker’s choice is immediately removed.

After resolving the antiaircraft fire, surviving bombers each roll one die. To mark the damage done by the attacking bomber(s), place one gray plastic chip under the targeted industrial complex or base per damage point rolled. An industrial complex can’t receive more than 20 total damage for major industrial complexes and more than 6 total damage for minor ones. Air bases and naval bases can’t receive more than 6 total damage. Damage exceeding these limits is not applied.

A bomber that performed a strategic or tactical bombing raid can’t participate in any other combat this turn and must return to a friendly territory during the Noncombat Move phase.


Convoy Disruptions:

German subs “On Station” can cause the loss of 3 IPCs when attacking convoys.

No single territory can lose more IPCs than its own IPC value from multiple disrupted adjacent convoys (for example, Scotland cannot lose more than 2 IPCs form disrupted convoys in the sea zones 109 and 119).

Research & Development (that have been modified)

Rockets: Your air bases can now launch rockets. During the Strategic and Tactical Bombing Raid step of your Conduct Combat phase each turn, each of your operative air bases can make a single rocket attack against an enemy industrial complex, air base, or naval base within 3 spaces of it. This attack does one die roll of damage to that facility. Rockets may not be fired over neutral territories.

Improved Mechanized Infantry: Each of your mechanized infantry units that are paired up with a tank or artillery now has an attack value of 2. Also, your mechanized infantry may now blitz without being paired with a tank.

Super Submarines: The attack value of your submarines is now 3 instead of 2. In addition, during convoy disruptions each of your submarines now causes the loss of 3 IPCs from your opponents’ income.

Jet Fighters: The attack value of your fighters is now 4 instead of 3. In addition, during bombing raids your escorting fighters now hit on a 1 or 2 instead of just a 1.

Improved Shipyards: Change the IPC cost of cruisers to “9”.