Revised Axis and Allies: Expansion Edition
-This variant uses Larry Harris Tournament Rules (LHTR) unless otherwise stated
-This is a set of rules developed by the 4 major PBEM clubs, with Larry Harris’ input, which clarify ambiguities and removes game breaking strategies present in the original out-of-the-box Avalon Hill (AH) rules, thus resulting in a rule set more conducive to tournament play.
Victory Conditions: Additional Cities
-Stalingrad (Caucasus), Sydney (Australia), and Honolulu (Hawaii) are added as VCs for a total of 15.
-Allies start with 9/15 VC, Axis starts with 6/15 VC
-Allies need 11/15 VC at the end of a ROUND (i.e. US TURN) to win
-Axis need 10/15 VC at the end of a ROUND (i.e. US TURN) to win
Straight Bid for the Axis (optional)
The bid represents how many additional IPC’s you feel you need, to make for a balanced game playing the Axis (the less confident you feel with the Axis, the higher you should bid). The player bidding lower plays Axis. The entire bid may be spent on units to be placed prior to game start, distributed as cash to be spent first turn, or a combination thereof.
Italy is a new nation ( the 6th player)
All German units located in Southern Europe, Balkans and Libya is now considered Italian and those territories can be used to purchase only Italian units (light Grey). That gives them a starting IPC value of 10. When choosing NA’s the Italian player can pick 4 NA’s that only affect these units. The Italian player plays following Germany’s turn. The territory of Germany itself has a new value of 20 so their income is not affected.
Lend lease payments
The US player receives 10 extra IPC per turn that can only be sent to either UK or the Soviet Union to represent lend-lease payments during the war. They can also be saved and sent on a latter turn. However, these must be carried on a transport and sent to sea-zone 4 or 34. Up to 10 points of lend lease can be carried on a single transport. This process can be intercepted be any axis player (who has units in range) and the transport (along with its lend lease cargo) can be sunk.
Bilateral Japanese-Soviet Non- aggression Treaty as Standard
-If Russia or Japan attack an original Orange or Red territory respectively, the treaty is considered broken and the defender places 4 free INF in that territory before resolving combat. If more than one territory is attacked, the defender decides which territory gets the free INF.
-If any of the following happen:
1. Russia/Japan attacks a non-Orange/non-Red Japan/Russia-owned land territory
2. Russia/Japan moves units into or through a Friendly-owned original Orange/Red territory
3. Russia/Japan attacks Japanese/Russian Naval Units
the treaty is considered void rather than broken, and the infringed upon party places 4 free INF in their capital.
-Once the treaty is either void or broken, it no longer comes into play.
Convoy Raids
The U.K, U.S. and Japanese players are susceptible to supply line interdiction. This rule implies that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink†IPC’s. On the U.K, U.S. and Japanese players collect income phase, the player must subtract 2 IPC’s to the bank for each enemy submarine within 1 sea zone of an industrial complex controlled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turns conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containing the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).
Placement of New Naval Units
Place naval units only in sea zones adjacent to territories containing eligible industrial complexes. New naval units can enter play even in a hostile sea zone. No combat occurs because the conduct combat phase is over. Newly built fighters can be placed into territories containing an industrial complex controlled by your power from the start of your turn, or they may be placed on an aircraft carrier owned by your power in a sea zone adjacent to a territory with such an industrial complex. The aircraft carrier may be an existing one or it may be a newly built carrier. You may not place a new fighter on a carrier owned by a friendly power.
Air Supremacy
Fighters can support infantry attacks and artillery defense if no enemy fighters are present. Air supremacy increases your infantry’s attack to 2 or your artillery’s defense to 3. Each infantry or artillery must be matched one-for-one with a supporting fighter.
D-Day Invasion
Once during the game, at the start of UK’s turn, you may declare a D-Day Invasion, a combined attack of UK and US forces that occur on the US turn. D-Day may only target Western Europe, and all attacking land and sea units must come in through SZ 7.
-Conduct your UK turn as normal, including combat and non-combat movement for any units you do not anticipate participating in D-Day. Any units being used on UK’s turn, be it combat or non combat movement, cannot be used on the US turn. Also, newly purchased UK units cannot be used either.
-On the US turn, the US player uses your eligible units in his combat and non-combat moves together with his own units. UK units can only be involved in combat in Western Europe proper. The one exception is loaded Transports that can be involved in combat in SZ 7 as part of the amphibious assault. UK Destroyers, Cruisers, and Battleships can bombard Western Europe but only if SZ 7 was empty at the start of the US turn.
-The UK and US must agree on casualties, otherwise the defender chooses. AA Gun fire is rolled separately against each nation. Techs or NAs still only apply to the units of the power that has them. D-Day may not be called off once declared.
-If Western Europe ever becomes controlled by Allies prior to D-Day, Allies can no longer conduct D-Day
Price Changes
-Destroyer is now 10 IPC
-Aircraft Carrier is still 14 IPC but takes two hits to sink
-Battleship is now 20IPC
Transport Changes
-In the special case where a Transport starts it’s turn in a hostile sea zone, if the Transport leaves the sea zone (it can only leave during combat movement), it is free to load units, and then unload them into either a hostile OR FRIENDLY territory. All of this would occur during the combat move. This is a special exception to the regular rules because although the land units may not be conducting combat, the Transport that moves them does.
-This change applies to Tokyo Express Destroyers as well.
Submarine / Destroyer / Air Interaction
-Aircraft CANNOT attack a sea zone consisting only of enemy Submarines UNLESS the aircraft are accompanied by at least ONE Naval Unit
-Aircraft CAN attack a sea zone consisting of enemy Submarines PLUS other enemy naval vessels
-Both attacking and defending Submarines are said to be “Undetected” at the start of Combat
-Each Destroyer present in the attacking or defending force roll a SUB Detection Roll @3 or less. At least ONE successful roll means ALL of the opposing sides Submarines are “Detected” and combat resumes as normal. A failed roll (or no roll if there are no Destroyers) means ALL of the opposing sides’ Submarines remain “Undetected” and therefore, do not have their special abilities cancelled by any opposing Destroyers.
-This means any enemy units hit by “Undetected” Submarines in Opening Fire are removed IMMEDIATELY. Also, an “Undetected” SUB has the ability to submerge IMMEDIATELY after Opening Fire and thus avoid further combat. If the SUB chooses to stay, it is now considered “Detected” and combat resumes as normal (including having it’s special abilities cancelled by opposing Destroyers)
-All of your Destroyers’ submarine detection rolls are increased by 1 if there is at least one aircraft (Fighter or Bomber) is accompanying it in the attack.
Combat Phase
Place Units on Battle Board
1a. Attempt Sub Detection (1st round only)
-Aircraft cannot be used to attack a territory consisting only of Submarines unless at least ONE NAVAL UNIT is present in the attacking force
-roll 1 die @ 3 for each attacking DD, a successful roll detects ALL defending Subs
-roll 1 die @ 3 for each defending DD, a successful roll detects ALL attacking Subs
-“Undetected” Subs do not have their special abilities cancelled by enemy Destroyers
2. Conduct Opening Fire
-attacking Subs roll 1 die @ 2
-defending Subs roll 1 die @ 2
3. Remove Opening Fire Casualties
-if attacking Subs were “Undetected”, remove all defending Opening Fire Casualties immediately (enemy DD does not cancel this)
-if defending Subs were “Undetected”, remove all attacking Opening Fire Casualties immediately (enemy DD does not cancel this)
3a. Undetected Subs may submerge (1st round only)
-As they are “Undetected”, enemy DD does not cancel this
-any Subs not electing to submerge are considered “Detected” at this point and subject to attack (i.e. eligible to be taken as casualties)
-combat resumes as per normal rules after this point
4. Attacking Units Fire
5. Defending Units Fire
6. Remove casualties
7. Press attack or retreat
-surviving Subs may submerge again here, but as they are now all “Detected”, enemy Destroyers cancel this ability
8. Capture territory
-Submarines MAY NOT move through a Sea zone containing a Destroyer. If a Submarine encounters a Destroyer in a Sea zone, combat must be initiated, though regular Destroyer detection of the Submarines occurs as normal in the battle.
New Units:
SS PANZERS
(Germany only)
Description: SS Panzers are specialized in repelling enemy advancement and make a considerable reinforcement to the German players defense. Use regular armor painted in black as SS Panzer units. S.S. Panzers cost 8 IPC’s and can only be built in Germany.
Cost: 8
Attack: 5
Defense: 5
Move: 2
Setup: Germany receives one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.
MECHANIZED INFANTRY
Description: Mechanized Infantry represent elite infantry formations during the war. (Buy some halftrack pieces for these)
Cost: 4
Attack: 2
Defense: 2
Move: 1
Setup: Each player receives two units for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Special Ability: Each of your tanks gives one matching infantry one additional movement allowance and an increased attack capability of 2 or less in the first cycle of combat only. Even if supported by artillery, their attack remains 2. The tank and the infantry unit must leave from the same territory.
SOVIET SHOCK TROOPS:
Description: Representing higher echelon infantry forces. (Paint some Soviet infantry heads a bright orange)
Cost: 6
Attack: 3
Defense: 4
Move: 2
Setup: The Soviet Union receives one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.
HEAVY ARTILLERY:
Description: Representing higher caliber field Artillery pieces. (Use AA gun piece)
Cost: 6
Attack: 4
Defense: 2
Move: 1
Setup: Germany and Soviet Union each receive one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Special Ability: They provide a +1 bonus to each matching attacking infantry like regular infantry or can perform a special attack as follows: It can attack from an adjacent space with a one free preemptive salvo and does not have to move in with other units. If it decides to move and attack then its hits are not preemptive.
HEAVY TANKS:
Description: Representing elite heavy and super heavy tank classes. (use painted 1/285 scale tanks for these)
Cost: 7
Attack: 4
Defense: 4
Move: 2
Setup: Germany and Soviet Union each receive one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Special Ability: Each hit can target enemy armor units first before another unit is taken as a loss. (This includes Artillery and Mechanized Infantry as well as any armored types of units.
Fast Carriers
Description: Speedy ships with landing decks from which fighters can take off and land.
(This is a revised rule for aircraft carriers only, not a new unit)
Cost: 16
Attack: 1
Defense: 3
Move: 3
Hits: Takes 2 hits to sink
Carry Fighters: Just like the box rules.
Fighter Defense: Just like the box rules.
Light Carriers (Escort Carriers)
Cost: 10
Attack: 0
Defense: 1
Move: 2
Hits: Takes 1 hit to sink
Setup: Japan and UK each receive one Light carrier unit for free, during the first round only. These free cruiser units are brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Carry Fighters: Just like the box rules.
Cruisers
Description: Multipurpose ships that can fire on incoming enemy planes and conduct shore bombardment. (One can use the battleships from A&A Classic as cruisers.)
Setup: Germany (in Baltic), Japan, UK, and USA (Pacific) each receive one cruiser unit for free, during the first round only. These free cruiser units are brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Cost: 16
Attack: 3
Defense: 3 (Antiaircraft fire)
Move: 3
Hits: Takes 2 hits to sink
Special Abilities
Shoot Down Air Units: Whenever an air unit enters a sea zone containing an enemy cruiser, the cruiser fires during the Conduct Opening Fire step of combat. Roll one die for each attacking air unit (but only one cruiser in a sea zone can fire during the opening fire step, even if they are controlled by different powers). For every roll of 1, one attacking air unit is destroyed. This opening fire capability is for the first cycle of combat only and does not cancel the regular roll during the Defending Units Fire step.
Shore Bombardment: In an amphibious assault, your cruisers may like battleships make a support shot on amphibious assaults on a 2. Each cruiser fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A cruiser cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.
Destroyers
Description: Small, fast warships that hunt submarines.
(This is a revised rule for destroyers only, not a new unit)
Cost: 10
Attack: 2 (3 when an enemy submarine is present)
Defense: 2 (3 when an enemy submarine is present)
Move: 2 (3 when supported by a carrier)
Special Abilities
Supported by Carriers: When a destroyer move along with an aircraft carrier, the destroyer’s movement is increased to 3. This pairing is on a one-to-one basis. The destroyer and the aircraft carrier unit must leave from and end up in the same sea zone.
Submarine Disruption: A destroyer cancels the special abilities of submarines. Enemy submarines cannot move freely through a sea zone containing your destroyer. If you have destroyers in combat involing enemy submarines, they attack and defend on a 3. Any casualties of enemy submarines can return fire. Also, enemy submarines cannot submerge while your destroyer is present.
Shore Bombardment: In an amphibious assault, your destroyers may like battleships make a support shot on amphibious assaults on a 2. Each destroyer fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A destroyer cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.
Battleships
Description: Powerful and nearly indestructible monarchs of the sea.
(This is a revised rule for battleships only, not a new unit)
Cost: 20
Attack: 4
Defense: 4
Move: 2
Special Abilities: All attacks on other naval ships are conducted with preemptive salvos to represent longer-range gunnery. Every combat round they attack in a similar manner. Otherwise they conduct themselves the same as LHTR.
Naval Fighters
Description: Representing carrier based torpedo-bombers and dive-bombers. ( use 1/600 scale planes for these)
Cost: 8
Attack: 2
Defense: 2
Move: 2
Setup: Japan and USA each receive 2 naval fighters free, during the first round only. These are brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Special Abilities
These units can only move from small islands or Carriers and can only attack other naval units. All attacks are preemptive rolls against defending warships prior to the start of the first combat round. After each successive round of combat this advantage is lost.
Weapons Development
1. Jet Fighters
Your fighters are now jet fighters. They are immune to AA fire and may intercept bombers (including super- fortresses) in a SBR.
2. Rockets
Your antiaircraft guns are now rocket launchers. In addition to their normal combat function, they can reduce enemy industrial production. From each territory, one antiaircraft gun may attack an industrial complex within 3 spaces. Roll one die for the rocket. The result of that roll is the number of IPC’s destroyed by that rocket. The maximum combined damage inflicted in one turn by all rocket attacks and strategic bombing raids on the same industrial complex is the territory’s income value. The opponent must surrender that many IPC’s to the bank (or as many as the player has, whichever is the lesser amount).
3. Super Submarines
Your submarines are now super submarines. They attack and defend on a 3 and may not be attacked by enemy aircraft when alone or in company with other submarines only, unless an enemy destroyer is present.
4. Long-Range Aircraft
Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters´ range increases to 6. Your bombers´ range increases to 8.
6. Heavy Bombers
Your bombers are now heavy bombers. They roll two dice each in an attack or strategic bombing raid (see Special Combats in Phase 4: Conduct Combat), but still only a single die on defense.
National Advantages:
Method of Deployment
-Each side will have a total of 4 NAs Each
-NAs do not come into effect until declared
-During the 1st ROUND, each nation declares 1 NA at the start of their TURN. This NA comes into effect immediately.
-During the 2nd ROUND, Ger, Jap, and any one Allied nation each declare 1 NA at the start of their respective TURNS’. This NA comes into effect immediately. However, a nation also has the option to delay their 2nd NA, meaning they do not declare it at the start of their 2nd TURN, but rather, declare it on the Mobilize Units phase of their 2nd TURN (or any of their Turns thereafter). If this is done though, the NAs benefits don’t come into effect until the Mobilize Units Phase.