Standard Rules:
Alternative bidding system: The axis player starts with a cash fund of IPC which grows by the rate of one IPC each turn. It can be used once and when that occurs it’s used in its entirety and the fund stops growing. The fund can be used at any time even if it’s not your turn and you immediately place pieces equal to its value in any controlled territory. Unspent IPC are lost.
Dice challenge: During the course of combat rolls, each side is allowed a number of re-rolls for either a poor dice result as the attacker or defender (costs one point), or a re-roll of an air unit hit from a defending AA (costs two points). The total number of assigned points is to be determined before start of play. Players can choose how they allocate results during each turn. This is done to help alleviate some bad rolls that may occur.
Anti-Air rolls: These are now done according to Low Luck rules with any fraction still being rolled. Multiple AA guns have no effect. AA guns only fire during the combat phase and not during NCM. Only Bombers can be targeted by AA guns.
China: The Soviet player controls China starting with its own turn. The flying tiger’s fighter can be rebuilt if destroyed if the US player spends IPC for this. The US player just buys a fighter on his turn and its placed in China at the end of his turn. Also, If the total Chinese controlled territories equals an odd number, round up for the purpose of determining the placement of new infantry.
Burma Road: If Yunnan and Burma are under allied control the Chinese gain one additional infantry for free.
New Victory Cities:
Cairo and Ploesti are added as Victory Cities. The original VC requirement is still in effect, but these are added to symbolize the strategic and historical importance of these localities.
Infantry Placement at VC: Infantry only may be placed at any originally controlled VC for the cost of 4 IPC each limited to the production value of the territory. Captured VC locations can also produce Infantry, but only one each.
Tanks: All tanks now cost 6 IPC.
Conduct Convoy Disruptions: Each Axis submarine, or surface raider (Battleship or Cruiser) located outside the Baltic and Mediterranean can potentially disrupt Allied shipping. American and British submarines only may disrupt Axis shipping and this requirement would be outside the Baltic.
Procedure: Each submarine or warship that ends its turn adjacent to the enemy controlled land territory can cause damage up to and equal to the total value of the adjacent territories. Submarines cause 1 point of damage, while Surface raiders can cause 2 points of damage. Example: Japan has 3 subs adjacent to India and takes 3 IPC from the British player’s total IPC total.
Revised Tech Tree:
Procedure: Same as AA50 except you assign your researcher to one of the following FOUR categories: Land, Sea, Air and Production. You can only assign up to one researcher per category at a time and no more than two different categories.
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 IPC’s.
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 your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.
Step 3: Roll Breakthrough Die
If you succeed on any research die, you choose any technology within the 1st tier. Additional technology research applied to the same tech category can go to a higher technology as long as you got at least one tech. For example: If you want a technology that is 3rd tier in land technology, you must have at least one 1st tier and one 2nd tier tech in that same category.
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 Technology:
Tier #1:
• Paratroopers- Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.
• Mobile Warfare Doctrine- Mechanized Infantry attack at 2 on the first combat round.
Tier #2:
• Self Propelled Artillery- Your Artillery now moves 2 spaces in NCM.
• Tank Destroyers- Tanks hitting on a 1 can force the defender to select a unit that is not an infantry as his casualty if he has one. (either Tank, Artillery, or Mech).
Tier #3:
• Heavy Tanks- Tanks attack at 4 on the first combat round.
• Prepared Defenses- Artillery can now provide a +1 boost on defense for infantry units only
Sea Technology:
Tier #1:
• Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions.
• AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.
Tier #2:
• Sonar- Destroyers now have a first strike against subs if subs are present.
• Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
Tier #3:
• Improved Carriers- Carriers now take 2 hits and have a 3 fighter capacity. Damaged carriers can still defend with planes, but cannot launch attacks on naval units until repaired. They can launch their planes for land attacks only if damaged.
• Super Subs- Your subs now defend at 2 and attack at 3.
Air Technology:
Tier #1:
• Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls. They act immediately in these battles.
• Torpedo Bombers- your tactical-bombers can make one targeted first round attack against naval units. If they hit the selected unit is damaged or sunk. Further combats are handled normally.
Tier #2:
• Long Rang Aircraft- Aircraft now moves 2 extra spaces.
• Air ASW- Aircraft can now attack submarines without the need for a Destroyer (or Cruiser with naval ASW technology).
Tier #3:
• Heavy Bombers- roll two dice = pick the best result and apply to SBR. Also, Bombers also now attack at 5 or less and defend at 2 or less.
• Carpet Bombing- On the first round all air units rolling a one can select defending land units hit. Further combats are handled normally.
Tier #4:
• Jet Fighters- The attack value of your fighters is now 4 and the defense is 5.
• Rockets- Your antiaircraft guns are now also 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 flak level for this is not regarded and each AA gun gets one roll.
Tier #5:
• Atomic Bomb- Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: 3 dice of variable damage and one die of permanent damage. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.
Production Technology:
Tier #1:
• War Bonds- add one die to IPC total each turn.
• Lend Lease- You may now give IPC to your allies. Each transport you own gets you one D6, which is rolled and the income transferred to a friendly player on the following turn. For each enemy submarine on the map, subtract one from this total. The final result is subtracted from the giving players IPC treasury for his current turn. This transfer is made at the start of your turn before purchases.
Tier #2:
• Underground factories- SBR hits count at ½ value rounded down.
• Research Talent Pool- Future research costs are now reduced to 4 IPC each.
Tier #3:
• Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
• Total War- The first land or air unit built (by type) costs -1
Procedure: allocate researcher to develop a tier #1 technology in any of three categories. Once you have developed a technology you can choose one of the two choices. If you elect to develop further research in the same category and succeed, you may then either elect to choose a Tier #2 technology or pick something from a LOWER tier technology.
Eventually, you can get to a tier #3 technology and chose any lower tech.