NEW release date: 11/18/08
link to Bluestroke’s AA50 PlayersAid Maps;
1941 map
http://www.mediafire.com/?sharekey=db7389213b434449d2db6fb9a8902bda
1942 map
http://www.mediafire.com/?sharekey=db7389213b434449ab1eab3e9fa335ca90971e287b6d25bf
Order of play:
- Germany, Russia, Japan, UK, Italy, US in '41.
Note: Starting IPC are correct given the fact that each nation have still to play the end of its own turn for having the National Bonus Awarded.
The IPC values for -41 scenario should be:
UK 43+5 (bonus)=48 starting IPC.
America 40+15 (3 bonuses)=55 starting IPC.
Germany 31 (+ 5 IPC bonus controlled at-start)
Soviet Union 30 (+ 5 IPC bonus controlled at-start)
Japan 17 (+5 IPC bonus controlled at-start)
Italy 10 (+5 IPC bonus controlled at-start)
China produces 1 free inf for each two Chinese territories controlled at the start of US turn.
IPC balance (bonuses included, 2 inf worth of China inf):
Axis: 73, Allies: 129.
**- Japan, Russia, Germany, UK, Italy, US in '42. **
'42 scenario:
Germany 37 (+ 10 IPC bonuses controlled at-start)
Soviet Union 24 (+ 5 IPC bonus controlled at-start)
Japan 31 (+10 IPC bonuses controlled at-start)
UK 31 (+5 IPC bonus controlled at-start)
Italy 10 (+5 IPC bonus controlled at-start)
US/China 38 (+ 5 IPC bonus controlled at-start), China produces 1 free inf for each two Chinese territories controlled at the start of US turn.
IPC balance (bonuses included, 2 inf worth of China inf):
Axis: 103, Allies: 114.
Unit changes:
Submarine: Cannot be shot by planes if there is no opposing destroyer present
Cost: 6 (new)
A=2
D=1
Transport: Are automatically destroyed if no warship present to defend them. Cannot be used to soak damage, they don’t take part in battle.
Cost: 7
A=0
D=0
Cruiser: Shore bombard ( you now need 1 land unit performing amphibious assault for each allowed shore bombardment dice )
Cost: 12
A=3
D=3
Destroyer: detect subs
Cost: 8
A=2
d=2
CV:
Cost: 14
A=1
D=2
BB: Shore bombard ( you now need 1 land unit performing amphibious assault for each allowed shore bombardment dice ) 2hits
Cost: 20
A=4
D=4
Bombers
Cost: 12
A=4
D=1
AA guns now cost 6 IPCs. They also now only fire in the territory being attacked. They no longer fire at planes simply passing over them in either combat or noncombat movement.
No change so far in other units ( compared from revised).
Note: Subs can only be hit by planes if there is a friendly destroyer in the battle. Ships can hit subs anytime.
OPTIONAL RULE/TECHNOLOGY
Item: The way the new research system works is this: you buy research tokens. For each token you have, you get to roll one die. On a six, you get a research breakthrough. If your die roll misses, you roll again the next round. And the next, and the next, until you finally get a research breakthrough. Once you finally do, all your research tokens go away, and you get a new technology in their place. To determine which technology you get, you choose from one of two charts. (There are six items per chart.) After choosing an item, you roll a die. Whatever number comes up on the die is the technology you get.
- Each researcher costs 5 IPCs, each means you get one roll for R&D per turn until you succeed, at which time you must buy new ones. (Not as before where IPCs spent on R&D only bought one roll.)
- Once you succeed you choose from one of two charts and then roll a die to determine which tech you actually get (not as in AAR where you research a specific tech).
Item: The Weapons Development rules are similar to the scheme in 2nd Edition. The development you get is random, and it takes effect immediately.
procedure:
Phase 1: Research & Development
Note: This is an optional rule- players should decide whether or not this phase will be included in their game.
In this phase, you may attempt to develop improved military technology. To do so, you buy researchers that give you a chance for a scientific breakthrough. Each researcher token will grant you one die that provides a chance for a breakthrough.
Research & Development Sequence
1. Buy researcher tokens
2. Roll research dice
3. Roll breakthrough die
4. Mark development
Step 1: Buy Researcher Tokens
Each researcher token costs 5 IPCs. Buy as many as you wish, including none.
Step 2: Roll Research Dice
For each researcher you have, roll one die.
-Success: If you roll at least one “6”, you have successfully made a technological breakthrough. Discard all your researcher tokens and continue to step 3.
-Failure: If you do not roll a “6”, your research has failed. Keep all your researcher tokens and continue to the Purchase Units phase of the turn.
Step 3: Roll Breakthrough Die
If you rolled a “6” on any research die, choose one of the two breakthrough charts and roll a die to see which technological advance you get. You can only receive one advance each turn. If you have already received the same result on a previous turn, reroll until you get a new technological advance. Once you have received all the advances on a chart, you cannot gain any more advances from that chart.
Step 4: Mark Development
If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately.
Any number of powers may develop the same technology, but powers cannot share their technology.
Land/Production
1) Improved artillery- each art may now support 2 inf to attack at 2
2) Rockets- Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This attack does 1d6 damage to that complex.
3) Paratroopers
Each of your bombers can act as a transport for up to one infantry, but it must stop in the first hostile territory it enters during a turn and drop off the infantry, ending its combat movement. The bomber may still attack during the Conduct Combat phase, but it cannot make a strategic bombing run in a turn that transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat.
4) Increased Factory Production
Each of your industrial complexes can produce two additional units beyond its listed IPC value. For example, Germany with 10 IPCs can now produce 12 units. Also, when repairing a damaged industrial complex (removing damage markers), you can remove two damage markers at a time for the cost of 1 IPC (half price).
5) War Bonds
During your income phase, roll 1d6 and collect that many additional IPCs.
6) Mechanized Infantry
Each infantry that is matched up with a tank can move two spaces along with the tank.
Air/ Naval
Radar- Your antiaircraft gun fire now hits on a 1 or 2 instead of just a 1.
Long-Range Aircraft
Your fighters are now long-range fighters and your bombers are now long-range bombers. Your fighters’ range increases from 4 to 6. Your bombers’ range increases from 6 to 8.
Heavy Bombers
Your bombers are now heavy bombers. You roll two dice for each bomber when you attack or make a strategic bombing raid. On defense, your bombers still roll only a single die.
Shipyards- cheaper naval costs (minus one SS, TRS, DD, minus two CA, CV, BB)
Improved Shipyards
Your sea units are now cheaper to build. Use these revised costs.
UNIT……IPC COST
Battleship…17
Aircraft Carrier…11
Cruiser…10
Destroyer…7
Transport…6
Submarine…5
Super subs- The attack value of your submarine is now 3 instead of 2. The defense value of your submarines remains at 1.
Jet fighters- The attack value of your fighters is now 4 instead of 3.
AA50 1941 Scenario Victory City list:
Cities under the country that controls them in '41. Capitals in bold.
Germany
Berlin
Paris
Warsaw
USSR
Moscow
Leningrad
Stalingrad
Japan
Tokyo
Shanghai
UK
London
Ottawa
Calcutta
Hong Kong
Sydney
Italy
Rome
USA
Washington
San Francisco
Manila
Honolulu
Victory in either scenario: control of 15 VC