ADVANCED WEAPONS DEVELOPMENT
Any player may try to develop any weapons of his choosing at a cost of 7 IPCs for each Tech roll.
Russia starts the game with Assult Guns, US with Mechanized Infantry, Germany with 88’s and SS Panzers , as optional rules for Weapons Development Benefits in Axis & Allies.
ASSAULT GUNS
Assault Guns are heavily armed and armoured armor, designed to accompany infantry. Assault Guns make it able to not only attack an enemy position with greater force, but make it less susceptible to counterattack.
Each attacking armor increases one matching infantry to an attack roll of 2 or less. Each armor’s defense capability is also increased to 3.
This rule is not applicable to German SS Panzers (see below).
BLOCKBUSTER BOMBS
Blockbusters are heavy bombs designed for mass demolition to the extent that a single bomber could deliver more explosive than a full broadside from a battleship.
Each attacking bomber rolls 2 dice instead of 1. One may choose either military units or industrial complexes as targets, strategic bombing raids.
MECHANIZED INFANTRY
Mechanized Infantry are armoured infantry or halftracks accompanying armor units.
The Mechanized Infantry rule implies that each armor give one matching infantry one additional movement allowance and an increased attack capability of 2 or less. The armor and the infantry unit must leave from the same territory.
88’s – ANTI-TANK GUNS
In order to bring play balance, this rule should be used in combination with Assault Guns and Mechanized Infantry. Anti-Tank guns are vital for a defending player to fend off any attacking Assault Guns and indirectly Mechanized Infantry.
The defending player may take advantage of his A/A guns dual capability and may choose to use his A/A guns as an Anti-Tank gun. The choice of how the A/A gun is to be directed must be declared during the first round of combat and may not be redirected on a new target during the combat.
A defending A/A gun rolls one die for each attacking armor (or assault gun) during each round of combat or once at every attacking aircraft.
Casualties have no chance to counter-attack. Any matching infantry, due to Mechanized Infantry or Assault Gun technology, will immediately loose its increased attack capability and return to regular infantry.
RADAR & ASDIC
Radar technology implies that each AA gun may be radar-directed to target on a single aircraft.
Radar targeting implies that one may only roll a single die to an attack roll of 4 or less, no matter of how many enemy aircrafts attacking. One may choose to use radar targeting for an AA gun or use it on regular basis.
Asdic technology (now termed ‘sonar’) eliminates an attacking submarine’s first-strike capability.
DREADNAUGHTS
Dreadnaughts are heavily armed and very large Battleships.
Attacking Dreadnaughts have a first-strike capability. This capability is for the first round only and does not include shore bombardment. Any casualties are destroyed and removed from play, with no chance to counter-attack. In the case of a Dreadnaught, one hit of damage must be inflicted immediately.
It takes two hits to sink a Dreadnaught. Once hit, the Battleship is turned on its side to reflect its new status.
A damaged Dreadnaught may not attack or perform shore bombardment. It moves normally and defends on a 3, but returns fire based on its status before any hits take effect.
Dreadnaughts may be repaired. To be repaired, a Dreadnaught must move into a friendly Land/Sea zone with an industrial complex in order to be repaired. Repairs can only be made during the active player’s turn and only during the purchase turn. On the turn a Dreadnaught is repaired it may not move, it is considered in port being repaired.
The cost of repairing a Dreadnaught is determined by the roll of 2 D6 and adding both of them together. The total of both die is the number of I.P.C.’s to repair the ship. If one roll the dice to find the cost of repairs, one must pay that amount. Once sunk, a Dreadnaught may not be repaired. Only a new one can be built.
ROCKETS
Same as old rules.
JET POWER
Same as old rules.
LONG RANGE AIRCRAFT
Same as old rules.
ADVANCED TORPEDOES
Same as Super Submarines technology.
TECHNOLOGICAL ESPIONAGE
Once a technology has been discovered, any player may use spies to steal that technology.
By using spies one will reduce the cost of develop a technology. Tech rolls may be made at a cost of 5 IPCs for a technology that is developed by any other player.
SS PANZERS
(Germany only)
SS Panzers are specialized in repelling enemy advancement and make a conciderable reinforcement to the German player’s defense.
SS Panzers cost 8 I.P.C.’s and can only be built in Germany. A SS Panzer unit has a movment capability of 1, defends on a 5 and attack on a 4.
SS Panzer units can be shipped via transports and may be built above regular armor units.
One can use regular armor painted in black as SS Panzer units.