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Advanced Axis and Allies Europe
(Version 2.2)
This game uses all of the original rules of Avalon Hill’s Axis and Allies Europe with the addition of the following rules:
Map board:
Use
the Advanced Axis & Allies Europe map board.
Setup:
Refer
to the Advanced AAE Setup sheet.
Victory
Conditions:
Axis:
· Military victory if the Axis
player controls any of the following at the beginning of Germany’s turn:
1) Moscow, Stalin grad, and
Leningrad
2) London and Cairo
3) Washington D.C.
· Economic victory if combined
German and Italian income is 120 IPC or more at the beginning of Germany’s
turn.
Allies:
· Military victory if the
Allied player controls the following at the end of Germany’s turn:
1) Berlin and Rome
· Economic victory if German
income is 25 IPC or less at the end of Germany’s turn.
Turn order:
Germany
Russia
Italy
Britain
USA
Starting IPC’s:
Germany:
48
Italy:
20
Russia:
50
Britain:
35
British
MidEast: 16
USA: 60
Special Rules:
Italy:
· Italy is played as a separate
country.
· Income is separate and can
only be spent on Italian controlled complexes.
US
pre-war restriction:
· US only gets half of its IPC
value for the first 3 turns. Collects full income at the end of round 4.
USSR first turn restriction:
·
Russia
only gets half of its IPC value for the initial setup income. Collects full income at the end of round 1.
German
surprise attack:
· During Germany’s first turn
Russian units in the light-red colored Russian areas do not get to roll for the
first round of combat.
British
MidEast Oil Region:
· Only the Middle-Eastern oil
territory IPC’s and Mediterranean Convoy Zone can be spent at the British
complexes in Cairo and Trans-Jordan. There is no capital for this region. It is
played as a separate country.
· Oil Convoys: Up to a total of 6 IPC’s per turn can be designated for shipment
to Britain during the purchase phase.
The German player rolls 1 dice for each IPC. Each roll of 2 or less destroys 1 IPC. The British player will receive the remaining IPC’s at the end of
the turn during the collect income phase. Either the Mediterranean Convoy or
Cairo must be held to send an oil shipment.
Industrial
Complex Production Limit:
· Placement of purchased units
is LIMITED to IPC VALUE of the territory.
· All complexes can build any
units.
Soviet
Far East Recall:
· At the end of the third turn
Russia receives the following units in Siberia:
6 Infantry, 3 Armor, 1
Artillery, 1 Fighter.
· In addition the Siberian
territory increases from 5 IPCs to a value of 10 IPCs.
Neutral
Countries:
·
If
any neutral country is invaded then immediately place the following units in
the territory under attack and all adjacent neutral territories.
-If
the neutral territory value is 2 then place:
3 Inf, 1 Fighter
-If
the neutral territory value is 1 then place:
2 Inf
·
All remaining
units are converted to the defending players control after combat is completed.
o
The defending
player may choose which country’s units will be used for the conversions.
·
Over-flights by
any aircraft are considered to be a violation of neutrality.
·
Passing through
the Straits into the Black Sea will activate the Turkish forces.
Country-specific
special abilities:
German
Armor:
· All German tanks defend with a
3
German WolfPack:
· Germany receives +1 SUB every round on unit Placement Phase.
Russian
Artillery:
·
All Russian
artillery pieces support 2 infantry.
US
Marines:
·
All US infantry
units attack at a 2 during amphibious assaults.
British
RAF:
· British fighters in London,
United Kingdom, and Scotland defend at a 6.
Land Rules:
Fortifications:
·
Fortifications
cost 2 IPC each.
·
They may be
placed on any territory that was friendly controlled at the beginning of the
current players turn.
·
A maximum of one
fortification can be placed per turn per territory.
·
There must be at
least two infantry units in the space to build.
·
Building a
fortification does not inhibit Infantry movement/combat.
·
Fortifications
do not attack or defend but can be used as causalities.
·
Each
fortification increases one infantry to defend with a 3.
·
An unlimited
amount of fortifications can be built in any space.
·
Fortifications
can be captured if the defending space is unoccupied by enemy units.
Strategic
rail movement:
· Each country receives 5 Rail
Points.
· Each rail point allows one
land unit to move up to 4 spaces during non-combat movement.
·
The player must
move to territories that were friendly-controlled at the beginning of the
current players turn.
·
Strategic Rail
movement points must be used each turn and may not be saved. Any unused points are lost.
* Strategic Rail cannot be used for African & Middle Eastern
countries.
Armor
Blitz movement:
· Any tanks that move only one
space into combat during combat movement may then move one additional space during
non-combat movement into a friendly controlled territory.
Air
Rules:
Strategic
bombing:
· Damage is limited to IPC value
of the territory.
· Each hit point of damage
reduces the production of the complex by one if not repaired.
· For each hit point of damage
the controlling player has the option to repair by paying 2 IPC’s per damage
point to the bank at the beginning of the turn. It can be utilized in the same turn as repair.
·
Escort
rules are not used.
·
IC
will remain damaged until fixed regardless of the owner.
Naval
air attacks:
· Land based fighters involved
in naval battles attack with a 2 or less.
· Land based fighters involved
in land battles attack with a 3 or less.
· Carrier based fighters
involved in naval battles attack ships with a 3 or less.
· Carrier based fighters
involved in land battles attack with a 2 or less.
Limited
air combat movement:
· Fighters have a limited
movement of 2 spaces, and bombers are limited to 3 spaces during the combat
movement phase.
MAP
Clarification:
Switzerland
& Eire: these territories are off
limits
Vichy
France: belongs to Italy
Naval Rules:
Convoy
zones:
· All convoy zones start with 1
transport.
o At least one transport must be
in the convoy zone to collect income for the space.
o If the transport is moved out
or destroyed then no income is received for that convoy zone.
·
US transports
may supply British convoy zones.
Russian
convoy zone:
· The US player may provide a
lend-lease of 4 IPC’s for each US transport in the Russian convoy zone.
· The maximum number of
transports that are eligible to provide lend-lease is three.
· All lend-lease money is paid
from the current IPC’s on-hand from the US player at the beginning of the US
players turn.
Amphibious Assault:
·
During
amphibious assaults the attacking Amphib-Units do not get to fire for the first
round of combat.
· Naval bombardment and
aircraft may attack normally.
· Land & Amphibious units
attacking simultaneously: Only the Amphib-Units are restricted for first round
AND only the Amphib-Units cannot retreat.
Submarines:
· Subs can move through any
occupied sea zone unimpeded into an adjacent sea zone (movement of 2).
·
Surface
ships may move through any sea zone that is only occupied by enemy subs.
· Maximum of 3 ‘friendly’ subs
per sea zone at the end of ANY phase.
· Subs may be used as casualties in the first round of battle even
if the 'HIT' was something that could not normally attack a sub. This is not
mandatory.
· Subs
can only have 1 round of combat.
· Subs fire 2 dice at 2 or less
during attack for one round of combat. (2 hits = 2 hits)
·
Subs
fire 1 dice at 2 or less for defence for one round of combat.
· Subs must submerge after
combat (attack or defend) in the same round.
· Only destroyers and
carrier-based fighters may defend against subs.
o
Each
sub that attempts this kind of attack must first role a 3 or less to determine
if it can make it through the fleet’s escort screen and may then make an attack
against the Capital ships.
o For every two
defending destroyers in the sea zone, one sub is blocked.
o
The
defending player chooses causalities against any of the Capital ships present.
o
ONLY
destroyers in the sea zone may still fire back at the subs.
o
These
special attacks are completed before any remaining battles in that sea zone.
All surviving defending ships involved on the capital ship combat sequence are
returned to main battle in sea zone to continue regular combat.
Straits
of Gibraltar:
·
Gibraltar
must be controlled to move ships between Eastern and Western Strait of
Gibraltar.
Baltic Sea:
·
Denmark must be controlled to move ships between
the Danish Sea and the Baltic Sea.
·
Control of Denmark is necessary for any
Amphibious Assaults from the Danish Sea into West Germany.
Suez Canal:
·
If a country controls EGYPT, it can move naval
units through the Suez Canal (one Movement point) between the Red Sea and East
Med.
South
African Sea Route:
Straits
of Western Turkey:
·
Ships Passing
through the Straits into the Black Sea will activate the Turkish forces.
·
After Neutral
country is activated, occupation of Western Turkey is necessary to use the
Straits