• When you guys are FINALLY done tweaking the game so your favorite side can win please let the rest of us know. I would just like to play the game, but everybody and their mother seems to think one setup is better and more balanced than the other. If they don’t win using the setup then they say they would using the NEW one. So we have evolved from the global with Larry Harris alpha setup to the global Larry Harris alpha plus setup to now the Larry Harris alpha plus 1 setup. I get confused when I play a game and people say “this is the setup as of Oct whatever… No this is the setup as of Dec whatever… no you obviously don’t read the boards this is the new Larry approved version…”


  • Then just play OOB - it’s a really good game.

    Larry has decided to make a revised version of the game together with the fans. Alpha is a term from software, meaning an early development version. Presumably, when it seems to be working well, there will be a Beta to get more people playing and iron out the last issues, and then a final revised version.


  • Does anyone else feel that Japan should get a few of its air units back that have been removed? They feel too weak.

    I am curious if anyone else feels the same.


  • @Stockus13:

    Does anyone else feel that Japan should get a few of its air units back that have been removed? They feel too weak.

    I am curious if anyone else feels the same.

    I agree.  Too weak now.

  • '10

    @calvinhobbesliker:

    Or it can move its extra 2 planes to South Italy to scramble. In fact, Germany can attack z112 with planes and land them in Rome.

    Calvin, I sent two German fighters to southern Italy on non-combat move and sunk the U.K. cruiser with two subs. With three fighters to scramble it prevented the U.K. attack on the Italian fleet. We finished six rounds in our session today. That was a great idea.


  • @Fishmoto37:

    @calvinhobbesliker:

    Or it can move its extra 2 planes to South Italy to scramble. In fact, Germany can attack z112 with planes and land them in Rome.

    Calvin, I sent two German fighters to southern Italy on non-combat move and sunk the U.K. cruiser with two subs. With three fighters to scramble it prevented the U.K. attack on the Italian fleet. We finished six rounds in our session today. That was a great idea.

    Thank you. It really irks me when people complain that they can’t do anything to save the Italian fleet when what they want is to be able to kill the UK Navy, threaten Sealion, and save the Italian fleet all at once.


  • Our gaming group plays Axis and Allies Global about once a week. We have played every week with all the changes since the games came out.

    The Alpha +1 setup is the best one yet. On what basis do I make such a claim? The fact it is about to be Japan 5 and I have no idea who is going to win the game or even really how it will play out. The War really does hang on the edge. This is a nice change.

    Normally we call the game at the end of turn 4 or 5; sometimes as early as turn 3. In the last few games we have had some really good battles in Poland, London, Java and near Midway. This setup is really balanced - at least according to our three man gaming group.

    I know the above does not give many details about games we have played, but the new scramble rules and new setup really does give new options to the players about purchases. No more having to buy a Carrier and 2 Transports just to threaten Sea Lion first turn.

    Anyway, my two cents…


  • I wholeheartedly concur. This new set up rocks.


  • Where can I see this newest set-up.  Getting Europe for Christmas and would like to be prepared with the newest set-up so I can start at 6am Christmas morning when my son wakes me from my deep slumber, lol.


  • www.harrisgamedesign.com
    Go to “forums”
    Scroll way down to Global 1940.  Top stickied thread - at beginning of thread is the entire setup and rule changes straight from the horse’s mouth.


  • Here’s a more direct link:
    http://harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4060

    The 12/15 changes can be seen on the link I posted in the 1st post of this thread.

  • TripleA

    Well it’s the end of round 3 with the new set up.  It has been a drastically different game than the last.  As it sits right now:

    Germany:  Took London, EU UK is out of the game.
    Russia:  Strong front for their attack next round, German line should hold past the second wave.
    Japs:  Were going strong, attack on India failed, China has 3 territories left.  Of main concern is the Russian East front, that has been paired with USA Bombers, and land supplied by a Minor IC in Alaska that has shipped tanks over.  Japan is not looking good, I really need better strategies for them.
    Italy:  Owns Africa, fleet moving to US Atlantic.  Unsure what is going to go down with them.
    ANZAC:  Useless as ever.
    France:  Dead.
    USA:  Just got the cash bump.  Atlantic is not a threat right now.  Pacific has a weak fleet, but some menacing units in Russia.

    Really liking this set up.  It has been exciting to play.


  • What did Britain do in the Med?

  • TripleA

    @Bodeacious:

    What did Britain do in the Med?

    Britain turtled in the Med rather than going after the Italian fleet.  Italians sunk it, and the France boats with assistance from the few aircrafts it got.  Really lucky dice rollson that actually, I think I only lost 1 ship between the two battles.


  • @94Canuck:

    Well it’s the end of round 3 with the new set up.  It has been a drastically different game than the last.  As it sits right now:

    Of main concern is the Russian East front, that has been paired with USA Bombers, and land supplied by a Minor IC in Alaska that has shipped tanks over.  Japan is not looking good, I really need better strategies for them.

    USA:  Just got the cash bump.  Atlantic is not a threat right now.  Pacific has a weak fleet, but some menacing units in Russia.

    I just want to make sure you realize that prior to war the US cannot place tanks or bombers in russian territories.  And if Russia isn’t at war with Japan (doesn’t sound like it) I’m fairly certain the rule implication is that even if the US is at war, it cannot share a space with Russia (on the Pacific side) as it’s considered “neutral” as Russian diplomatic rules are split between the theaters.


  • I believe for the Global game the Europe rules are in effect for the whole board, except for special pacific things like kamikazes and the like.


  • @kcdzim:

    @94Canuck:

    Well it’s the end of round 3 with the new set up.  It has been a drastically different game than the last.  As it sits right now:

    Of main concern is the Russian East front, that has been paired with USA Bombers, and land supplied by a Minor IC in Alaska that has shipped tanks over.  Japan is not looking good, I really need better strategies for them.

    USA:  Just got the cash bump.  Atlantic is not a threat right now.  Pacific has a weak fleet, but some menacing units in Russia.

    I just want to make sure you realize that prior to war the US cannot place tanks or bombers in russian territories.  And if Russia isn’t at war with Japan (doesn’t sound like it) I’m fairly certain the rule implication is that even if the US is at war, it cannot share a space with Russia (on the Pacific side) as it’s considered “neutral” as Russian diplomatic rules are split between the theaters.

    Unless the US is at war with japan, they can’t land planes in Siberian territory

  • Official Q&A

    @maverick_76:

    I believe for the Global game the Europe rules are in effect for the whole board, except for special pacific things like kamikazes and the like.

    That’s true, unless those rules are expressly overridden by the global rules.

  • '10

    @Stockus13:

    Does anyone else feel that Japan should get a few of its air units back that have been removed? They feel too weak.

    I am curious if anyone else feels the same.

    If the U.S. spends 80 to 90 percent of their income in the Pacific then yes the Japanese may appear too weak. This occured in our game last monday. Not sure what Italy and Germany should try to do in this situation. If Germany goes all out for a fleet the Soviets will get too powerful. In our current game Germany is going for Moscow and Italy is busy in Africa but may be ready to add to its fleet soon. (round#7) Also in our current game the Japanese destroyed one U.S. fleet already. That was because the U.S. spread themselves too thin too soon. Still putting a lot of pressure on Japan.


  • Currently, he’s focusing only on the global game, and so the half-games may or may not be balanced.

    The most recent setup put forward by Larry is this:
    Germany

    Holland/Belgium – 4 Infantry, 2 Artillery, 3 tanks, 1 Fighter
    Western Germany – 3 Infantry, 1 Artillery, 4 Mech Infantry, 2 Fighters, 2 Tac bombers 1 AA gun, 1 Major IC, 1 Naval base, 1 Airbase
    Greater Southern Germany - 6 Infantry, 1 Artillery, 2 tanks
    Germany – 6 Infantry, 4 artillery, 1 Tac Bomber, 1 Bomber, 1 Major IC, 1 AA gun
    Slovakia/Hungary – 2 Infantry, 1 Tank, 1 Fighter
    Romania – 3 Infantry, 1 Tank
    Poland – 3 Infantry, 1 Tank, 1 Tac Bomber
    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, 1 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 - 4 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank, 1 Fighter, 1 Tac Bomber, 1 AA Gun, 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, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
    Vyborg – 3 Infantry
    Amur – 6 Infantry
    Sakha – 6 Infantry, 1 AA gun
    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, 1 AA Gun, 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 - 2 Infantry
    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 - 2 Infantry, 1 Fighter, 1 Tac Bomber.
    Korea - 4 Infantry, 1 Fighter
    Sea Zone 6 - 1 Sub, 2 Destroyers, 2 Carriers each with 2 Tac & 2 Ftrs., 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 Ftrs.
    Sea Zone 20 - 1 Cruiser, 1 Transport

    United Kingdom (London)

    Ontario - 1 Infantry
    Quebec - 1 Infantry, 1 Tank, 1 Minor IC
    New Brunswick Nova Scotia - 1 Naval Base
    Iceland - 1 Airbase
    England - 2 Infantry, 2 Fighters, 1 AA gun, 1 Airbase, 1 Naval Base, 1 Major IC
    France- 1 Infantry, 1 Artillery, 1 Tank
    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 Mech Infantry, 1 Artillery, 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 (India)

    Kwangtung - 2 Infantry, 1 Naval Base
    Burma - 2 Infantry, 1 Fighter
    Malaya – 3 Infantry, 1 Naval Base
    India - 6 Infantry, 1 Artillery, 1 AA Gun, 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, 1 AA gun, 1 Minor IC, 1 Naval Base.
    New Zealand - 1 Infantry, 2 Fighter, 1 Airbase, 1 Naval Base
    Queensland - 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base
    Egypt- 2 Infantry
    Malaya- 1 Infantry
    Sea Zone 62 -1 Destroyer, 1 Transport
    Sea Zone 63 – 1 Cruiser

    Italy

    Northern Italy - 2 Infantry, 2 Artillery, 1 tank, 1 Tac Bomber, 1 Fighter, 1 AA Gun, 1 Major IC
    Southern Italy - 6 Infantry, 1 Fighter, 1 AA Gun, 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 - 2 Destroyer, 1 Cruiser, 1 Sub, 2 Transport
    Sea Zone 97 – 1 Cruiser, 1 Battleship, 1 Transport

    United States

    Western US - 3 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Bomber, 1 Fighter, 1 AA Gun, 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, 1 Tank, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
    Central United States - 1 Infantry, 1 Mech Infantry, 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
    Sea Zone 35 - 1 Destroyer, 1 Submarine
    Sea Zone 101 – 1 Destroyer, 1 Transport

    China

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

    France

    France - 6 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Airbase, 1 Major IC
    Southern France - 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
    Normandy/Bordeaux – 1 Infantry, 1 tank, 1 Naval Base, 1 Minor IC
    England- 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

    National Objectives (Global Only)

    Germany
    When Germany is not at War with the Soviet Union
    1. Collect 5 IPCs per turn for not being at war with the Soviet Union. Wheat & Oil trade.

    When Germany is at War with the Soviet Union
    2. Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the Axis.

    When Germany is at War with the European Allies
    3. Collect 5 IPCs per turn if there is at least one German land unit in an Axis controlled Egypt.
    4. Collect 5 IPC per turn if Germany controls both Denmark and Norway while Sweden is either neutral or controlled by the Axis.
    5. Collect 5 IPCs per turn that Germany controls the United Kingdom.

    Soviet Union
    When the Soviet Union is at War in Europe
    1. Collect 3 IPCs per turn for each original German territory the Soviet Union controls.
    2. Collect 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 any other Allied powers present in any territories originally controlled by the Soviet Union.
    3. Collect 10 IPCs, once, for Soviet capture (12/05/10) of Berlin (Germany).

    When the Soviet Union becomes at War with Japan
    4. Collect 12 IPCs, once, and at the beginning of the turn following a declaration of war by Japan on the Soviet Union.

    Japan
    When Japan is NOT at War
    1.Collect 10 IPCs each turn that Japan is not at war with the United States and has not invaded French Indo-China or made an unprovoked declaration of war against United Kingdom/ANZAC.
    When Japan becomes at War with the Soviet Union.
    2. Collect 12 IPCs, once, and at the beginning of the turn following a declaration of war by the Soviet Union on Japan.

    When Japan is at War
    3. Collect 5 IPCs per turn if Axis controls 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam.
    4. Collect 5 IPCs per turn for controlling each of the following Major power centers – Honolulu, Sydney, Calcutta, and/or the Western United States.
    5. Collect 5 IPCs per turn for controlling all of the following territories: Sumatra, Java, Borneo and Celebes.

    United Kingdom
    (The following NOs are only awarded to London)
    When the United Kingdom is at War with German/Italy
    1. Collect 5 IPCs per turn if there are no German submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115). The Black Sea (100) and of course the Caspian Sea.
    2. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories in North America, Africa, and Europe.

    When the United Kingdom is at War with Japan
    (The following NO is awarded only to Calcutta)
    3. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories on the Pacific map. This also includes West India (actually located on the Europe map). Note: The two Canadian territories (Yukon territory & British Columbia) located on the Pacific map are owned and controlled by London not Calcutta.

    ANZAC
    When ANZAC is at War with Japan
    1. Collect 5 IPCs per turn if the Allies (Not including the Dutch) control Dutch New Guinea, New Guinea, New Britain and the Solomon Islands.
    2. Collect 5 IPCs per turn if the Allied powers control Malaya and ANZAC controls all of its original territories.

    Italy
    When Italy is at War
    1. Collect 5 IPCs per turn if Axis powers control 3 of these 4 territories: Egypt, S.France, Greece, Gibraltar.
    2. Collect 5 IPCs per turn if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99).
    3. Collect 5 IPCs if Axis powers control all of the following North African territories:
    Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria

    United States
    When at War
    1. Collect 15 IPCs per turn for complete control of the continental US and Mexico (WUS, CUS, EUS).
    2. Collect 5 IPC per turn if the Allies control 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam.
    3. Collect 5 IPCs per turn for controlling the Philippines
    4. Collect 5 IPCs per turn for controlling Hawaii, Alaska, the Aleutian Islands, Line Islands, and Johnston Island
    5. Collect 5 IPCs for turn for controlling Southern Mexico, Central America (Panama)and the West indies

    China
    Collects 6 IPCs per turn if the Burma Road is totally open. The Allies 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.

    France
    When France is at War
    Troop Bonus: When the territory of France is liberated, for the first time only, the player controlling this territory immediately places up to 12 IPCs worth of any units on the territory of France.

    Rules Changes that Now are Observed

    1. AA Guns are no longer captured; they are removed from play after the territory is captured.

    2. Major industrial complexes can no longer be built on foreign territories (this includes upgrading minor ones). Likewise they may no longer be upgraded when captured. The original owner of the territory may upgrade it if the territory is recaptured.

    3. 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. In other words, war with Japan lifts those restrictions from the USSR on the Pacific map only, and war with Germany and/or Italy lifts those restrictions on the Europe map only.

    4. Scramble rules have been changed. They now read:
    Scrambling is a special action that can take place at the beginning of this phase (Phase 3: Conduct Combat (Powers at War Only), and it must be completed before any combat occurs. A quick reaction team of no more than 3 defending fighters and/or tactical bombers (strategic bombers can’t scramble) located on islands and coastal territories that have operative air bases can be scrambled to defend against attacks in the adjacent sea zones. Air units can only be scrambled to help friendly naval units in adjoining sea zones that have come under attack, or they can also be scrambled to resist an amphibious assault. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present. In either case, resolve combat as usual during the Conduct Combat phase.

    Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat. They can’t participate in any other battles during that turn, including a battle on the island or territory from which they were scrambled.

    In situations where a sea zone is served by more than one airbase, Korea and Japan into sea zone 6 for example, each of the territories (or both in this case) can scramble up to 3 fighters and/or tactical bombers. On the other hand, if Korea is specifically being attacked by an amphibious force, and there is no sea battle occurring, only the aircraft in Korea can participate in the scramble.

    To sum it up: If there is a sea battle, involving an amphibious assault or not, all neighboring aircraft that meet the scramble requirements can participate in the sea battle. If there is only an amphibious assault and there is no sea battle, only the territory be attacked from the sea can scramble up to 3 aircraft.

    All scrambled air units must return to their original island or territory from which they were scrambled. If the enemy captures those locations, the units can move one space to land in a friendly territory or on a friendly aircraft carrier. If no such landing space is available, the units are lost. Surviving scrambled air units land during that turn’s Noncombat Move phase, before the attacker makes any movements.

    5. 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
    A. Victory for the Allies if: All Axis capitals are under allied control.
    B. victory for the axis if they control 6 of the 8 victory cities on the Pacific board.
    C. victory for the axis if they control 8 of the 11 victory cities on the Europe board.

    6. IPC income from West India (2) now goes to Calcutta.

    7. IPC income from British Columbia now goes to London.
    Note: With these income changes United Kingdom Pacific now makes 17 IPCs and United Kingdom now makes 28 IPCs

    8. All 3 Minor ICs in the continental US automatically are immediately converted to Major ICs when the US is at war. They can be upgraded at any time for 20 IPCs.

    9. Strategic Bombing Raids procedure:
    • Escorts fire @1, and interceptor casualties are immediately removed.
    • Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties
    • Surviving bombers are assigned a target
    • The target fires its AA guns at the attacking aircraft - @1
    • Surviving bombers attack their target, looking for the highest number possible.

    Prior to the AA gun fire the surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.

    When bombing, each Strategical bomber rolls one die. The number rolled +2 is the total number of hits the target will receive. Gray chips are placed under the target for each hit received.

    Tactical Bombers can also conduct bombing raids. They also roll one die. Again that number rolled is the number of hits the target receives. Do not add to the dice roll when bombing with Tactical bombers.

    Tactical bombers follow the exact procedure as presented above. Tactical Bombers are limited to attacking only naval bases and airbases, however.

    Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
    IT COST 1 IPCs to remove each damage marker…

    Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 15 damage markers, after that they are no longer assigned.

    Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service.

    10. The United States may declare war on the Axis if London and/or any territory in North America (12/5/10) is captured by an Axis power.

    11. The cost of AA guns will be adjusted down from 6 IPCs to 5 IPCs. (12/01/10)

    12. Submarines no longer fire a special “sneak attack” shot at unescorted transports. Transports are not allowed to unload land units for an amphibious assault in a sea zone containing any enemy subs unless at least one friendly warship was also present in the sea zone at the end of the Combat Move phase.
    (updated 12/07/10)

    13. Loaded US transports in Atlantic cannot be moved until DOW.

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