- An Axis and Allies Variant by Scott DiBerardino -
Ignore all IPC values for all territories. Instead, the following territories have the listed resource values:
United States: Eastern US (7) + Factory Western US (6) + Factory
Commonwealth: Britain (1) + Factory East Canada (2) West Canada (1) South Africa (1) Syria (1) India (1) + Factory Australia (1) Solomons (1)
USSR: (Russia)* Caucasus (3) + Factory Moscow (1) + Factory Novosibirsk (1) Far East (1) + Factory
China: (separate from US) Sinkiang (1) China (2) + Factory
Germany: Germany (3) + Factory Western Europe (3) + Factory Eastern Europe (3) + Factory Southern Europe (2) + Factory Ukraine (2)*
Japan: Japan (1) + Factory Manchuria (1) Kwantung (2) Burma (1) Borneo (1) Sumatra (1)
Neutrals: Spain (1) Sweden (1)**
- Russian territories (including Ukraine) provide only half (round down) their resources to any foreign conquerer [Scorched Earth policy].
- Sweden provides its resource to Germany while neutral.
Resources may only be counted if they can trace a land and/or sea path to a friendly factory that is free of spaces solely occupied by enemy forces. You may only count resources and factories you controlled at the start of your turn. Captured factories may never be used by the conquering power. The number of resources tracing to a particular factory is also the limit on the number of new units that may be placed at that factory.
- Infantry 1
- Armor 2
- Fighter 4
- Bomber 5
- Anti-Aircraft 2
- Battleship 7
- Aircraft Carrier 5
- Transport 3
- Submarine 3
- Factory 5
China may not build naval units.
New Rail Movement Rules
During the non-combat movement phase, a limited number of land units may be moved through any number of friendly land spaces by rail each turn. All spaces moved through must have been controlled at the start of the turn. The Commonwealth may move 1 unit by rail in Europe, Asia, and/or Africa. The United States can use (and counts against) the Commonwealth limit. The Soviet Union can move 1 unit by rail in Asia. China may move 1 unit by rail in China. This may be used by the US as well. Germany may move up to 2 units by rail in Europe and/or Asia. Japan may move 1 unit by rail in Asia.
China is defined as: Sinkiang, China, Kwantung, and Manchuria. Asia is defined as: Caucasus, Turkey, Syria, Saudi Arabia, and all points East, including all of China. Europe is defined as: Ukraine and all points West.
New Naval Movement Rules
At the start of your turn, you must move your Battleships and Aircraft Carriers to a friendly land space no more than 2 spaces away, and then from there you may move them up to 2 spaces. If a ship cannot reach a base in 2 spaces, it must move to the nearest friendly land space and stay there for the turn. Submarines move a single space each turn, and do not need to Òreturn to baseÓ. However, they may never be more than 3 spaces from the nearest friendly land space. Enemy transports alone do not block movement, or tracing of resources.
New Air Movement Rules
Fighters may move 1 space to attack, and then 1 space back to a base. Bombers may move 2 spaces to attack, and then 2 spaces back to a base. Aircraft moving to attack move after all other units have moved. Aircraft moving only in the non-combat movement phase may move double their range, Fighters up to 2, and Bombers up to 4 spaces. If an aircraft ever cannot reach a friendly base, it is destroyed. Only Fighters may base on Aircraft Carriers, and then only one per carrier.
New Combat Rules
[Note that Submarines do not count as ships.] Defending ships firing at Submarines fire first. They hit only on a 1. Attacking Submarines fire next, with losses coming only from defending ships. The Submarines then ÒwithdrawÓ, staying in the same space with no further effect. Defending Fighters and Anti-Aircraft guns fire, with the attacker removing losses only from his attacking Fighters and Bombers. AA guns fire at strength 2. Attacking Fighters and Bombers fire. Losses may be taken from any units. Defending land/naval units fire, with losses taken only from attacking land/ship units. Attacking land/naval units fire, with losses taken only from defending land/ship units.
After each round, the defender may retreat up to half (round up) his land/ship forces to an adjacent friendly space.
Infantry defending in their nationÕs capital fire with a strength of 3.
Special National Rules
Marines: For one amphibious attack each turn, US infantry attacks with a strength of 2 on the first round of combat. Lend Lease: The United States may lend up to 2 resources to Britain if it can trace a path from a US to a British factory.
Home Defence: British Fighters defending in Britain fire at a strength of 5.
Lend Lease: The United States or Britain may lend up to 2 resources to Russia if it can trace a path from a US or British factory to a Russian factory by sea and/or land. Factory Evacuation: Russian factories may be moved up to 2 spaces by rail, but may not be used to build in the same turn. Resistance: The Russian player is not eliminated when Moscow is captured.
Banzai attacks: Once per turn, Japanese infantry may attack at strength 2 for the first round of combat, but then the attack may never be called off. Kamikaze: Ships in the Sea of Japan may be attacked by Fighters and Bombers at a strength of 5, but then the aircraft are immediately destroyed.
SS Panzers: Once per turn, Germany may roll his Armor unitsÕ attacks before the defender rolls any of his land unitsÕ attacks.
Miscellaneous Special Rules
Movement through the Suez Canal (Mediterranean Sea to/from Red Sea) requires control of Egypt.
Movement to or from the Black Sea requires control of Turkey.
Chinese units may not move or attack outside of China until all of China is under Chinese control.
Battleships and Carriers that are hit once are only damaged. Damaged ships that are hit again are sunk. Damaged ships may not fire or launch Fighters, and are repaired by remaining in port on a land space for one full turn.
Bombers flying a strategic bombing mission fly to an enemy factory. The enemy loses 1 resource next turn for each bomber that scores a hit.
Neutral countries may be invaded. Roll a die and place that many infantry units to defend them when attacked. They immediately join the opposite side (Commonwealth if Allied, Germany if Axis), but may not move or attack out of their home country.
New Technological Advances
Choose which advance you are rolling for...
- Improved Torpedo: Subs attack at strength 3.
- Merchant Marine: Double transport capacity.
- Mechanized Infantry: Infantry move like Armor.
- Flying Fortresses: Bombers roll two dice to attack.
- Long Range Aircraft: Fighters have a range of 2, Bombers have a range of 3.
- Atomic Bomb (costs double): One bomber may attack with 3 dice when strategic bombing.
- Mass Production Aircraft: Fighters and Bombers cost one less.
- Mass Production Ships: Battleships, Carriers, and Transports cost one less.