edit4:
Finished justifications.
edit3:
Added justifications for “Turn sequence”, “Income”, and “Units”.
edit 2:
Under “Units”, “AA”, added “Roll after all selections have been made.”
edit 1:
Under “naval combat”, replace “BB” with “BMR”.
Under “national units” and “national attacks” append with “(optional)”.
Axis and Allies Revised: Historic Edition (AARHE)
Final Phase 1 Draft
Turn Sequence
1. Purchase Units and Developments
2. Collect Income
3. Combat Move
4. Conduct Combat
5. Non-combat Move
6. Mobilize New Units
7. Develop Weapons
Purchase Developments: Both weapon research and military production requires time and resources to be allocated ahead. It takes weeks to train an infantry squad, years to research rockets, but only hours for them to be destroyed. Collect Income: Territories under switching of control do not generate income for anyone.
Victory Conditions
Total Victory: The winning team is the first to control every territory.
Major Victory: Axis win if they control 45 VCPs. Allies win if they control 55 VCPs.
Minor Victory: Both sides bid the number of rounds that they want the game to last if they are the Axis. The team that bids the higher number of turns gets to play as the Axis. The game ends after that many rounds.
The team controlling the majority of the VCPs at that time wins the game. Note the winner is not the first side to reach a certain number of VCPs.
Capital VC = 5 VCPs
Major VC = 3 VCPs
Moderate VC = 2 VCPs
Minor VC = 1 VCP
Russia:
Moscow (5)–Russia
Stalingrad (3)–Caucasus
Leningrad (2)–Karelia
Novosibirsk (2)–Novosibirsk
Archangel (1)–Archangel
Almaty (1)–Kazakh
Vladivostok (1)–Buryatia
Germany:
Berlin (5)–Germany
Rome (3)–S. Europe
Paris (2)–W. Europe
Kiev (2)–Ukraine
Warsaw (1)–E. Europe
Oslo (1)–Norway
Kursk (1)–W. Russia
UK:
London (5)–UK
Toronto (3)–E. Canada
Calcutta (2)–India
Sydney (2)–Australia
Cairo (1)—Anglo-Egypt
Damascus (1)–Trans-Jordan
Cape Town (1)–South Africa
Japan:
Tokyo (5)—Japan
Changchun (3)–Manchuria
Shanghai (2)–Kwangtung
Singapore (2)–FIC
Manila (1)—Philippines
Guadalcanal (1)–Solomon Islands
Milne Bay (1)–New Guinea
US:
Washington (5)–E. US
Los Angeles (3)–W. US
Chicago (2)–C. US
Chongqing (2)–China
Ãœrümqi (1)–Sinkiang
Honolulu (1)–Hawaii
Sao Paulo (1)–Brazil
Income
Blockade
During collect income phase if a territory is completely surrounded by hostile/neutral territories and/or hostile sea zones, the territory is under blockade.
The blockaded territory’s income can only be spent in its own VC or IC. Income from other territories may not be spent in the blockaded territory’s VC or IC.
If the blockade territory’s income is not spent this turn it is forfeited.
Regions under blockade only receives, at best, maintenance supplies via air.
Production interruption
During collect income phase if a territory suffered one or more attacks since your last turn and at least 3 combat cycles (excluding dogfighting) has occurred in one or more of these attacks, its income is reduced.
Original income   Production Interruption loss
1-3Â Â Â Â Â Â Â Â Â Â Â Â 1
4-6Â Â Â Â Â Â Â Â Â Â Â Â 2
7-9Â Â Â Â Â Â Â Â Â Â Â Â 3
10-12Â Â Â Â Â Â Â Â Â Â 4
When fighting in done in home soil, your production capacities are hampered. However core production under strong security is not compromised without defect.
Unit Purchase and Mobilisation
Location IC cost
Capital or Moderate VCs 5
Minor VCs 10
Other 15
Abundance of labour in populated areas meant construction costs are lower.
ICs can be selected for destruction in “purchase units phase”. Remove it in “mobilisation phase”.
Non-infantry units are mobilised at ICs. IPCs spent on an IC cannot exceed 4 times the territory’s income.
Industrial complexes had production capacity limits.
INF are mobilised at VCs. The maximum number of infantry mobilised per turn is equal to the number of VCPs at the VC.
Unlike armor and warplanes, infantry divisions are produced from population.
USSR, Germany, Japan
Location Infantry Cost
Capital VCÂ Â Â 2
VCÂ contiguously connected to Capital 3
Other VCs 4
These nations are ruled by authoritarian governments whose influence emenates from their respective capitals. Consequently, infantry units are most easily assembled within these capitals.
UK, US
Location Infantry Cost
Non-minor VCs, 1st infantry 2
Minor VCs, 1st infantry 3
Any VCs, 2nd infantry 3
Ant VCs, further infantry 4
These nations are ruled by democratic governments so the territories under their control have a greater rule over themselves. Consequently, infantry costs raise with large recruitments.
Units
DD costs 10 IPC.
BB costs 20 IPC, fires in opening-fire.
Battleships have the biggest guns in the battlefield with a range between 35,000 to 45,000 yards. Destroyers typically had a range of 7,5000 yards.
AA still costs 5 IPC, may have more than one AA per territory.
In first round opening-fire each AA selects an enemy air unit independently and rolls a “search” dice detecting on 4 or less. Roll after all selections have been made. Then each AA selects a unit independently among the detected enemy air units and roll an “attack” dice hitting on 1 or less. Roll after all selections have been made.
Place AA on its side when first built. It may not fire but may move in non-combat. Turn it upright in any mobilisation phase including the the one it is mobilised in. It may now fire but may not move again.
Antiaircraft batteries have limited time to engage overhead enemy aircrafts before they all leave the scene. Batteries did not get to shoot at every ovehead aircraft. War commands are required to give instructions to all their squads quickly, before engagement results are known. Antiaircraft batteries are, more often than not, fixed installations.
IC includes 3 AAs built-in.
War production regions are often target of bombing campaigns. Antiaircraft batteries are scattered through these regions.
Land Combat
Coastal bombardment - number of resulting hits limited to number of attacking land units.
War command dispatch a reasonable amount of forces to defend against an amphibious assault. Only these forces are prone to coastal bombardment.
Naval Combat
SS hits can no longer be taken by SS. They still cannot be taken by FTR or BMR.
Submarines did not have anti-submarine capabilities.
National Units (optional)
USSR (T34 Tank) = Once per turn, 2 ARM can be puchased and placed in Russia for 8 IPC.
Germany (VII Submarine) = Once per turn per IC, 1 SS can be purchased and placed there for 6 IPCs provided no surface naval units are purchased there.
UK (Spitfire Fighter) = Once per turn, 1 FTR can be purchased and placed in United Kingdom for 8 IPC.
Japan (Patriotism) = Once per turn, 3 INF can be purchased and placed in Japan for 7 IPC.
US (Essex Carrier) = Once per turn per IC, 1 CV can be purchased and placed there for 14 IPC.
National Attack (optional)
USSR (Shock troops) = 1 INF gets +1 attack modifier and fire in opening-fire instead of main round in the first cycle of combat. No more than 3 INF can get this bonus per turn.
Germany (Blitzkrieg) = FTR get +1 attack modifier and each gives 1 ARM +1 attack modifier when enemy FTR are not present.
UK (Radar) = FTR gets +1 defense modifier in United Kingdom, Canada, India and Australia.
Japan (Lance Torpedo) = FTR gets +1 attack modifier in naval combat, DD fire in the opening-fire instead of main-round for first cycle of naval combat.
US (Marine)= INF gets +1 attack modifier in the first cycle of combat of amphibious assault.
Abbreivations
VC Victory City
VCP Victory City Points
IC Industrial Complex
IPC Industrial Production Certificate
INF Infantry
ARM Armor
FTR Fighter
BMR Bomber
SS Submarine