Axis & Allies
Axis & Allies Rulebook
Table of Contents
Table of Contents
- Game Parts
- The Basic Strategy
- The Big Challenge
- The Object
- 1. What You Do On A Turn
- 2. Game Set-Up
- 3. Develop Weapons / Purchase Units
- 4. Combat Movement
- 5. Combat
- 6. Non-Combat Movement
- 7. Place New Units On Gameboard
- 8. Collect Income
- Appendix I — Japan Moves
- Appendix II — Several Illustrated Moves
- Appendix III — A Closer Look At The Units
Game Parts
- 1 gameboard
- 299 plastic playing pieces
- production certificates
- 7 charts
- control markers
- 12 dice
- 6 game trays
- plastic chips
- instruction booklet
The Basic Strategy
At the beginning of the game, the Axis powers are strong militarily but inferior economically to the Allies. The Axis have many combat forces on the board but little buying power. The Allies, individually, have fewer combat forces but with their combined incomes are more economically sound than the Axis.
Under these conditions, the Axis nations should attack swiftly before the Allies can build up their land and sea forces. The U.S.S.R. must fend off German assaults. The United States must fight on two fronts: in the Pacific, wearing away at Japan; and in Europe, trying to get a foothold on the continent to attack Germany. The United Kingdom must relentlessly assault Germany whenever possible to keep the Germans from a concentrated attack on Russia.
The Big Challenge
As you play, you'll discover that you must be both a military strategist and a prudent economist to win. Fight battles successfully to win territories. Each territory you capture increases your income and gives you the buying power to purchase more combat units so you can continue to win battles and gain territories. As the game progresses, your decision when to strike, where to strike and the intensity of the strike will be influenced by just how much income you have and how many combat force units you were able to purchase and place strategically.
To see the crucial balance between military victory and economic gain, pick up the National Production Chart. It's the one with the numbers from 1 to 45 on it. Each country is assigned a starting number — this number is a designated amount of income or *Industrial Production Certificates that the country you control begins the game with. When you win a territory, your income increases; when you lose a territory, your income decreases. Your fluctuating chart number, called your National Production Level, specifies exactly how many Industrial Production Certificates you are to receive every turn. All tracking of players' incomes on the chart is done with control markers, each marker representing a specific country.
*called I.P.C.'s throughout the manual
The Object
To win the war, do the following:
If you are the Allied powers, your team must capture both of the Axis capitals to win the game. The United States, U.S.S.R. and the United Kingdom are victorious when the land territories of Germany and Japan are conquered!
If you are the Axis powers, your team can win in two different ways:
(1) Either a military victory — Germany and Japan are victorious if they capture two of these three Allied capitals: the land territories of Eastern United States, Russia and the United Kingdom.
(2) Or an economic victory — Germany and Japan are victorious if they have a combined National Production Level of 84 Industrial Production Certificates at the end of one complete round of play (meaning every player has had a turn). Take a look at the National Production Chart. At the beginning of the game, Japan's National Production Level is 25 and Germany's is 32...for a total of 57 I.P.C.'s. Twenty-seven more hard won certificates are needed for victory!
1. What You Do On A Turn
THE 6-PART ACTION SEQUENCE
On your turn, complete an Action Sequence — a 6-part move. When you finish the 6th action, your turn is over. Play continues to the next designated player who then completes the Action Sequence. When every player takes an Action Sequence turn, a round of play is over. It may take many rounds of play to determine a winning side.
IMPORTANT: on your turn, you may decide to do only part of the below sequence. This is acceptable. Of course, if you purchase units (Action 1), you must also place such units on the gameboard (Action 5); and if you move into combat (Action 2), you must always resolve combat (Action 3). The only part of the sequence that you are directed to do on every turn is collect income (Action 6).
Action Sequence
- Develop special weapons and/or purchase units
- Combat movement
- Combat
- Non-combat movement
- Place newly purchased military units on gameboard
- Collect income
Each one of the above actions is explained briefly below and in detail in pages 10 to 21. Each one of the actions, below, is also accompanied by an example of a German assault against a British occupied territory.
Action 1: Develop Weapons And/Or Purchase Units
In this phase, you buy units for future attacks. Units that can be purchased are: infantry, tanks, planes, ships, industrial complexes (factories) and antiaircraft guns. To determine what to purchase, consider who you want to strike and when you want to strike.
In this phase, you could also choose to develop special weapons like rockets, jet power and more. Weapons development is costly but it can supply you with very powerful defensive and offensive capabilities.
ACTION 1 EXAMPLE: Germany chooses not to develop weapons. Germany has 28 I.P.C.'s at this point in the game and decides to buy 2 transport ships and 2 tanks for an amphibious assault against Caucasus via the Black Sea. This attack will not happen until Germany's next turn but the target has been chosen and the necessary arms to launch the attack will be bought now (of course, Germany keeps this projected plan a secret). Look at Germany's Reference Chart. The 2 tanks and 2 transports will cost 26 I.P.C.'s. Germany purchases the items, does not place them on the gameboard until the end of his or her turn, and has 2 I.P.C.'s left after the transaction.
IMPORTANT: All silhouettes of military units are identified in Appendix III on page 30. Refer to it often as a helpful guide.
Action 2: Combat Movement
In this phase, move your units into territories or sea zones occupied by your enemies to engage in combat.
Each unit is defined by the number of territories or sea zones it can be moved (a range of 1 to 6 spaces) and how strong militarily it is (attack and defense capabilities which are equated to die roll numbers). A unit's movement ability and its attack and defense capabilities, then, determine whether it will be moved into battle. VERY IMPORTANT: you can move into as many combat situations, land and sea battles, as you wish...all in this same phase. Also, when moving into combat, you may move units from several adjacent spaces to attack the one enemy territory. You should always attack with as much support as you can, as long as all units can move there legally!
ACTION 2 EXAMPLE: The only conflict Germany wishes to engage in is a minor skirmish in North Africa. In the combat movement phase, Germany moves 1 tank and 1 infantry from its Libya territory into Anglo-Egypt Sudan occupied by the United Kingdom. The United Kingdom is defending the territory with 1 tank and 1 infantry. A conflict results!
IMPORTANT: All silhouettes of military units are identified in Appendix III on page 30. Refer to it often as a helpful guide.
Action 3: Combat
This is the Combat sequence in which all battles must be fought and all conflicts resolved. Here's how to conduct combat:
BATTLE BOARD
A. Put all units on the battle board on top of their matching shapes. Attacking units on one side; defending units on the other side. The number above the unit identifies that unit's maximum attack or defense capability...which means if you toss that number or less on a die, you score a hit against your opponent. Scoring a hit means your opponent loses a unit. The player suffering the hit chooses which unit he or she wishes to lose!
A CRUCIAL CONCEPT: this numeral defense and attack factor is the die roll number that a unit needs to score a hit against another unit. Throughout the manual, these factors are often stated as: a unit attacks at (a certain numeral); or defends at (a certain numeral). These attack and defense factors have a basis in reality. For example, in a combat situation, an infantry division would have an edge in battle if it were already entrenched in an area — this is why defending infantry defend at a die roll of "1 or 2" and attacking infantry attack at only a die roll of "1."
B. Attacker rolls first tossing one die for each unit in his or her column 1. The attacker does the same for the next three columns. With each hit, the defender moves one of his or her units behind the casualty line. Misses are ignored.
C. The defender now rolls for a counterattack, just as the attacker rolled. A defender's casualties also fire in a counterattack because combat is considered simultaneous. With each hit, the attacker removes the unit of his or her choice from the board. In the counterattack, any hits made against the attacker are final — attacking units chosen as casualties are immediately out of play. Once the counterattack is over, the defender removes all of his or her casualties from the battle board.
D. The first round of battle has been fought. If units are still on the board, continue rolling as above until one of the following happens:
(1) Attacker Withdraws — if this happens the defender holds the territory! (2) Attacker Is Destroyed — if this happens the defender holds the territory! (3) Defender Is Destroyed — if this happens the attacker captures the territory! (4) Both Defender And Attacker Are Destroyed — if this happens the defender holds the territory!
Capturing A Territory: If the attacker captures the territory, he or she places the control marker of his or her country on that territory and then adjusts the incomes on the National Production Chart. The attacker's National Production Level is increased by the value of the captured territory; the losing defender's National Production Level is decreased by the value of the captured territory.
ACTION 3 EXAMPLE: To resolve the conflict in Anglo-Egypt Sudan, attacking Germany moves its 1 infantry and 1 tank onto the appropriate columns on the attacking side of the battle board; the United Kingdom moves its tank and 1 infantry onto the appropriate column on the defending side of the battle board. The following action takes place.
Attacker Fires
Germany rolls 1 die for the infantry and tosses a "4," a miss. Germany rolls 1 die for the tank and tosses a "2," a hit. United Kingdom chooses to lose its infantry and moves it behind the casualty line.
Defender Fires
United Kingdom rolls 2 dice (1 for the infantry — even though it is the designated casualty, it can still fire once before being removed from the board; and 1 for the tank)...and tosses a "4" and a "5," both misses. United Kingdom now removes its infantry casualty from the board.
Attacker Fires
Germany rolls 1 die for the infantry and rolls a "1," a hit. United Kingdom must lose its last remaining piece. Its tank is moved behind the casualty line. Germany does not have to roll for its tank because United Kingdom has no units left.
Defender Fires
United Kingdom rolls for the tank casualty and tosses a "2," a hit. Germany decides to lose its infantry.
The Result Of The Combat
The battle is over. Germany has captured Anglo-Egypt Sudan, a territory worth 2 levels on the National Production Chart. Germany positions its tank in the Anglo-Egypt Sudan territory, places a control marker to show ownership and then adjusts the National Production Chart. Germany's marker on the chart was 28. It is now moved up 2 levels to 30; United Kingdom's marker on the chart was 30. It is now moved down 2 levels to 28.
Action 4: Non-Combat Movement
This is the non-combat phase. In this action, you can move any of your units on the gameboard that did not move in the combat sequence of your turn. You cannot move into any combat situations in this move!
ACTION 4 EXAMPLE: Germany has 2 transport ships in the Mediterranean sea, in the sea zone, shown below. Each transport has 2 infantry on it. Because of a future assault on Caucasus via the Black Sea that Germany wishes to make, Germany decides to move one of the transports into the Black Sea; the other transport lands in Libya and drops off the infantry for additional land forces in Northern Africa.
Action 5: Place Newly Purchased Military Units On Gameboard
All of the military units that you purchased in Action 1 of your turn must now be placed on the gameboard. They must be positioned where you own industrial complexes. Put land units (infantry and tanks) and air units (bombers and fighters) in territories that have industrial complexes. Put naval units in sea zones next to territories with industrial complexes on them.
ACTION 5 EXAMPLE: In Action 1, Germany purchased 2 transport ships and 2 tanks for a future amphibious assault on Caucasus via the Black Sea. Germany has 2 industrial complexes: one in the territory of Germany and the other in the territory of Southern Europe. Germany places both transports in the sea zone next to the Southern Europe territory and places the two tanks in the Southern Europe territory.
Action 6: Collect Income
This is the collect income phase in which you collect I.P.C.'s from the bank to finance future attacks and strategies. Look at the National Production Chart, see where your control marker is, and collect that number of I.P.C.'s from the bank. Your turn is over!
ACTION 6 EXAMPLE: Germany's control marker is at 30 on the National Production Chart. Germany collects 30 I.P.C.'s from the bank. Germany's turn is now over.
What comes next? Immediately following is Section 2 which is Game Set-Up. After set-up are Sections 3 to 8 which explain each of the 6 Action Sequences — one action per section.
2. Game Set-Up
Which World Power Do You Want To Be?
Two to five people can play Axis & Allies. In a 5-player game, each player controls 1 world power; if less than 5 people play, some players will control more than 1 world power. Below is the breakdown of country ownership per player:
2-PLAYER GAME Player 1: U.S.S.R., United Kingdom, United States Player 2: Germany, Japan
3-PLAYER GAME Player 1: U.S.S.R., United Kingdom, United States Player 2: Germany Player 3: Japan
4-PLAYER GAME Player 1: U.S.S.R., United States Player 2: United Kingdom Player 3: Germany Player 4: Japan
5-PLAYER GAME Player 1: U.S.S.R. Player 2: Germany Player 3: United Kingdom Player 4: Japan Player 5: United States
IMPORTANT: if you are controlling more than 1 world power, remember to play each world power individually — not mixing up losses, gains or income.
Order Of Play
U.S.S.R. plays first Germany plays second United Kingdom plays third Japan plays fourth United States plays fifth
Preparing The Trays
Six trays hold all the playing pieces during the game — and store all the pieces after the game is over! Break them apart. Give each player a tray with 8 pockets; the one 4-pocket tray is shared by all players. Here's what goes in the trays!
THE COMBAT FORCE: Most of the military units are color-coded to the country they belong to: U.S.S.R. controls the dark brown pieces. Germany controls the grey pieces. United Kingdom controls the beige pieces. Japan controls the yellow pieces. United States controls the green pieces.
Take the runner of pieces that belongs to you and carefully break off the units. Put them in your tray as shown below. Each player does the same.
CONTROL MARKERS: There are 100 of these cardboard tokens. Punch them out of their sheets and give 20 of the appropriate markers to each country, as determined below: A. U.S.S.R.; B. Germany; C. United Kingdom; D. Japan; E. United States.
Put the control markers you own in your tray, as shown above. Each player does the same. Control markers have several functions: (1) when territories change hands after a battle and when a territory is left unoccupied, they are used as ownership tokens to show which country owns what territory; (2) they are also used as scoring disks on the National Production Chart to keep track of a country's I.P.C. level.
OTHER MILITARY UNITS: Some of the units are not color-coded to a particular country. These are antiaircraft guns and industrial complexes. Break off these pieces from the runner and place them in the 4-pocket "unowned" tray, as shown below.
THE DICE: The dice are used to resolve all combat situations. The dice are also used in weapons development. Put them in the 4-pocket tray.
PLASTIC CHIPS: Chips are used as substitutes for combat force units to save space in overcrowded territories and sea zones. White chips represent 1 unit each; red chips, 5 units each. For example, if you wanted to place 7 infantry on a space, stack up 1 red chip, 1 white chip and top it off with a plastic infantry unit to make 7 infantry. Stacked chips must always be topped off by the identifying combat unit piece!
HANDING OUT THE MONEY: Separate the Industrial Production Certificates (I.P.C.'s) by denominations of 1, 5 and 10 and distribute a starting total to each country: U.S.S.R. gets 24; Germany 32; United Kingdom 30; Japan 25; and United States 36. Give all the remaining certificates to a player who serves as the Banker.
Preparing The Charts
There are 7 charts. You've already been introduced to the battle board and the National Production Chart. Here's how to prepare all of the charts for play!
1 NATIONAL PRODUCTION CHART: You already know that this chart tracks each player's income by moving a player's identifying control marker up and down the chart numbers. To prepare this chart for play, appoint one player as scorekeeper. Give him or her the chart and place a control marker for each country on its starting total. This chart also doubles as a Weapons Development chart.
5 REFERENCE CHARTS: Punch these out of the cardboard platform and give each player the chart identified by the country he or she is controlling. Place your chart near your tray and refer to it often during the game. It outlines such important features as: combat force set-up, order of play, attack and defense capabilities of each piece, movement capabilities of each piece and more. You will use this chart in just a few minutes when you are directed to place your combat force on the gameboard.
1 BATTLE BOARD: During the combat phase of your turn, all pieces involved in the battle are placed on the board to resolve the conflict by dice rolling.
The Gameboard
The gameboard is a map of the world. Open it up and take a look at it. To prepare it for play, military units representing 5 countries are placed in specific areas on it. This placement represents the military and political situation in the spring of 1942.
- The map is divided into game spaces that are either land territories or sea zones. Black boundary lines around land territories and sea zones identify them as separate game spaces. Units are moved from one adjacent space to another. Some units can move just one adjacent space; other units can move as many as 6 adjacent spaces. All movement capabilities of pieces are shown on your Reference Chart and are discussed in detail in Section 4 under "Combat Movement." Before movement can be discussed, you must know what makes a space adjacent! Simply, adjacent spaces are those that share a common border. Notice the Ukraine and the Caucasus territories are adjacent, but the Caucasus territory is not adjacent to the Eastern Europe territory. IMPORTANT: black boundary lines around territories and sea zones are your guides for determining whether such spaces are adjacent or not — remember they must share a common border to be adjacent. For example, boundary lines X and Y determine the sea zone near Gibraltar. Algeria is adjacent to this sea zone, Libya is not — even though boundary line X touches Libya. The reason is, of course, Libya does not share a common border area with this sea zone!
Also consider the gameboard to "wrap-around"...that is, territories and sea zones that abut the right edge of the board are adjacent to specific territories and sea zones that abut the left edge of the board. For example, Western Canada is adjacent to Eastern Canada; Western U.S.A. is adjacent to Eastern U.S.A.; Mexico is adjacent to the Panama territory; sea zone A is adjacent to sea zone B; sea zone C is adjacent to sea zone D.
- All the land territories are color-coded to the country that controls them — they are the same color as their combat forces! Territories are valued at 1 to 10. This is the number of I.P.C.'s they are worth to the owner of the territory.
Neutral territories like Turkey, Mongolia and others are colored in a light beige. No country owns a neutral country and they do not carry income values.
- Islands are land territories located inside of sea zones. A group of islands is considered one land territory. It is not possible to split up land-based military units on different islands in the same group.
BLOW-UP BOXES: During play, you may have to distinguish which of your units are on shore or offshore in an island territory. This kind of determination is more easily made if you place your "shore" units in the enlarged box of your island, found along the top and bottom of the map, rather than on its actual game space location on the map; "off-shore" units are left in the actual game space. IMPORTANT: there are blow-up boxes for territories other than islands. Use them when their actual game space locations on the map become overcrowded with units.
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Panama is divided into two sections to indicate the Canal connecting the Atlantic and Pacific Oceans. These two sections are considered one territory if any land units are present there. This area is also one sea zone, so to move from one ocean to another involves no movement cost. If your alliance controls Panama, you can pass through the Canal; if your alliance does not control Panama, you cannot pass through the Canal — instead, you must either travel around the tip of South America; or do combat, take control of Panama and travel through the Canal.
-
The Suez Canal connects the Mediterranean Sea to the Indian Ocean. If your alliance controls both countries bordering the canal (Anglo-Egypt Sudan and Syria Iraq), you can pass through the Canal; if your alliance does not control both countries, you cannot pass through the Canal — instead, you must either travel around the tip of Africa; or do combat, take control of both Anglo-Egypt Sudan and Syria Iraq and travel through the Canal. IMPORTANT: Anglo-Egypt Sudan and Syria Iraq are considered adjacent to one another by land (no movement by ship is necessary to move from one territory to another).
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Leningrad (see key letter Z on the map illustration on page 8) sits right on the Baltic Sea. U.S.S.R. has the option of launching naval units in this territory from either the Baltic Sea or on the north coast of Karelia.
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Finland Norway is not adjacent by land to Eastern Europe (movement by ship is necessary to move from one territory to another).
Placement Of Units
Look at your Reference Chart under Combat Force Set-Up. This part of your chart tells you the number and kind of unit to be placed in your territories. See the example of Germany's Combat Force Set-Up, below, for how to read the chart. Then place the indicated units in your territories. Use chips as combat force substitutes wherever you can to save space!
All players position their units now.
Hint: read "Type Of Unit" column first, then its number and finally where to place it. For example, a look at the infantry line tells you to place 4 infantry in Germany, 3 in Eastern Europe, 3 in Ukraine, etc.
Please Note: the words "armor" and "tanks" are used interchangeably throughout this manual.
The gameboard is now ready for play. All players should have their trays and charts in front of them. U.S.S.R. plays first, then Germany, then the United Kingdom, then Japan and finally the United States. Play continues in this order. What follows in the next 6 sections is a detailed explanation of what one player must do to complete a turn — the 6-part action sequence.
EXAMPLE OF GERMANY'S COMBAT FORCE SET-UP — Germany's Reference Chart
| Type of Unit | Germany | Eastern Europe | Ukraine S.S.R. | Southern Europe | Western Europe | Finland-Norway | Algeria | Libya | Cost | Movement | Attack Capability | Defense Capability |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Infantry | 4 | 3 | 3 | 2 | 2 | 3 | 1 | 1 | 3 | 1 | 1 | 2 |
| Armor | 2 | 1 | 2 | 1 | 2 | 1 | — | 1 | 5 | 2 | 3 | 2 |
| Fighter | 1 | 1 | 1 | — | 1 | 1 | — | — | 12 | 4 | 3 | 4 |
| Bomber | 1 | — | — | — | — | — | — | — | 15 | 6 | 4 | 1 |
| Antiaircraft | 1 | — | — | 1 | 1 | — | — | — | 5 | 1 | — | 1 |
| Battleship | — | — | — | 1 | — | — | — | — | 24 | 2 | 4 | 4 |
| Aircraft Carrier | — | — | — | — | — | — | — | — | 16 | 2 | 1 | 3 |
| Transport | 1 | — | — | 1 | — | — | — | — | 8 | 2 | — | 1 |
| Submarine | 1 | — | — | — | 1 | — | — | — | 8 | 2 | 2 | 2 |
| Industrial Complex | 1 | — | — | 1 | — | — | — | — | 15 | — | — | — |
3. Develop Weapons / Purchase Units
ACTION SEQUENCE 1
Consider this part of the sequence as the rearming stage in which you do any of the following:
- spend I.P.C.'s to develop sophisticated weaponry to be used in the same turn
- spend I.P.C.'s for additional military units to be used in future turns
- spend I.P.C.'s to do both of the above
WHICH DO YOU DO? Choosing to develop weapons is risky. It could cost you so many I.P.C.'s that you may not have enough income to purchase much-needed military units for later assaults. More importantly, such an investment does not even guarantee you the weapons. The money you pay is a research fee. You must also roll a certain die number to actually develop the weapons. Once secured, however, such weaponry could turn the tide of the war in your favor. The decision is yours! Take a risk and spend all your income on developing weapons; or take part of your income for research and development and use the rest for purchasing items; or forsake weapons development and use all the I.P.C.'s you can to purchase more units. If you wish to take a risk and develop weapons, you must do so before you buy units!
HOW TO DEVELOP WEAPONS: Do the following in order to invest in research and development:
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Buy dice to roll. Each die costs 5 I.P.C.'s. Buy as many as you wish.
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Roll the dice. If you roll a "6" on any die, you've made a technological breakthrough in weapons development. Look at the National Production Chart. The far left of the chart is devoted to WEAPONS DEVELOPMENT. If you are unsuccessful in rolling a "6," your research has failed and you must wait until your next turn to try again for weapons development.
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Now roll one die for each "6" you rolled above. Whatever number or numbers you roll determines which development is yours. For example, if you roll a "3," SUPER SUBMARINES are yours. Please Note: if you roll a development that you already own, roll again for a new development. It is legal for any other country to own the same weapons development as you.
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Mark the development you rolled with one of your control markers on the chart. IMPORTANT: such newly acquired weapons are immediately effective — they can be used in this turn.
A Closer Look At The 6 Weapons You Can Develop
| Die Roll | The Weapon | Its Strength |
|---|---|---|
| 1 | JET POWER | Each of your fighter planes now defends at 5 — which means this unit's maximum defense capability has increased from 4 to 5. |
| 2 | ROCKETS | One free rocket attack per turn! Choose one of your antiaircraft guns (it must be 3 adjacent spaces or less away from the target) to launch rockets at an enemy industrial complex by rolling one die. The number tossed determines how many I.P.C.'s the player owning the industrial complex must surrender to the bank. |
| 3 | SUPER SUBMARINES | Each of your submarines now attacks at 3 instead of 2. |
| 4 | LONG RANGE AIRCRAFT | Movement capability of your aircraft is increased. Each of your fighter planes can now move up to 6 adjacent spaces instead of 4 per turn; each of your bombers can now move up to 8 adjacent spaces instead of 6 per turn. |
| 5 | INDUSTRIAL TECHNOLOGY | Economic relief! The basic cost of buying any unit is reduced by 1 I.P.C. Notice the basic cost of each unit is given on your Reference Chart. |
| 6 | HEAVY BOMBERS | In a regular combat situation with combat units as targets, roll 3 dice for each attacking bomber instead of 1 die per bomber; in a strategic bombing raid when an industrial complex is your target, toss 3 dice for every bomber that survives an antiaircraft attack. Add the totals. The sum is the number of I.P.C.'s the opponent who owns the complex must surrender to the bank — an economic disaster for your enemy! |
IMPORTANT: successful weapons development is an individual benefit. You cannot share it with any other member of your alliance.
How To Purchase Military Units
Purchasing military units is one of the big challenges of Axis & Allies because such an action asks you to rearm now for future assaults. To determine what to purchase, consider who you want to strike and when you want to strike. Also try to anticipate your enemies' next moves and purchase units that will help you fend off their attacks.
All the units on your Reference Chart are available for purchase. Their I.P.C. cost is indicated on the chart under COST.
Some Purchase Considerations: before you can truly buy what you need, you must have a detailed profile of each military unit — how it moves, how it attacks, how it defends and how it interacts with other playing pieces. This profile is found in Section 4, "Combat Movement — Action Sequence 2" on page 12. What follows here are some general buying hints...
Land Combat — infantry are a good buy for a defense position because each costs only 3 I.P.C.'s and they defend at a die roll of 2 or less. Tanks cost more than infantry and defend at the same die roll, so obviously as a defensive land unit, armor is the weaker choice. Yet tanks as attacking land units are definitely more powerful than infantry. First, they have more mobility; and second, they attack at a die roll of 3 instead of the weak infantry attack capability of 1.
Naval Combat — battleships are powerful — they attack and defend at a die roll of 4 or less. Their cost is a very expensive 24 I.P.C.'s each! Submarines are cheaper to buy (8 I.P.C.'s apiece) but they only attack and defend at 2. Their advantage is a deadly first shot attack and a withdrawal option.
Other considerations: expensive carriers have strong defense capabilities and offer landing and take-off privileges for your fighter planes; and dependable transport ships carry tanks and infantry to embattled territories but have no attack capabilities and very weak defense capabilities!
Air Combat — fighter planes are strong defensively and in attack situations. They have a limited flying range of 4 spaces. Bombers can fly farther distances and can conduct special strategic bombing raids, but they cost more than fighters!
Other Purchasable Items: industrial complexes are important in that they serve as a gateway for newly purchased units. Newly bought items can be placed on any territory where you own an industrial complex. This allows you to place units in far-flung areas on the gameboard.
Antiaircraft guns have special defensive privileges against aircraft. Such guns are vital if you wish to fend off strategic bombing raids.
Now that you know a little about the advantages and disadvantages of buying the units, what follows are the buying rules...
3 Quick Steps To Purchasing Military Units
- Pick out the units you wish to buy from your tray.
- Total up their cost. Give the Banker the appropriate number of I.P.C.'s to purchase them.
- Put all the newly purchased units on top of the colored symbol of your country on your Reference Chart. They remain there until the end of your turn when you position them on the gameboard.
4. Combat Movement
ACTION SEQUENCE 2
In this part of the sequence, you move your units into land territories or sea zones occupied by enemy units to engage in combat. To do this, pick up your attacking units and place them in the adjacent enemy-occupied territories and sea zones on the gameboard. Please note: throughout the manual, territories are also referred to as friendly. Friendly territories are those controlled or occupied by you or a member of your alliance.
What determines an enemy-occupied game space? Any sea zone that has enemy units in it is considered occupied. Enemy-occupied territories, however, are any of the following:
- territories originally controlled by you or members of your alliance now occupied by enemy forces
- territories originally controlled and occupied by enemy forces
- neutral territories now occupied by enemy forces
The difference between occupied and controlled territories: Territories with units in them are occupied; controlled territories are unoccupied but are either color-coded to the owner or have a control marker on them that denotes ownership. Moving into an enemy-controlled territory is a combat move; moving into a friendly-controlled territory or a friendly-occupied territory is a non-combat move. See page 20 for more about non-combat moves!
How many combat situations can you engage in? You can move into as many combat situations as you wish all in the same turn! For example, Japan could engage in land battles with the U.S.S.R. and naval battles in the Pacific with the United States all in the same combat movement phase. See Appendix I on pages 22 to 25 for a graphic example of this.
How many units are moved into combat? The pieces you select as attacking units can be moved into the embattled territory from several territories and sea zones that you control. Consider the movement capabilities of such units and make sure they enter the embattled territory through adjacent spaces. The key is to always attack with as much support as you can. For example, if you're attacking a coastal territory, move in planes from one territory, land units from another territory and amphibious assault support from both a transport laden with land units and an offshore battleship!
To know which units to move, you must be familiar with each unit's movement capability, attack factor and how it interacts with other pieces. All of this is explained in detail below, and in the next 4 pages.
Another type of combat move! During the combat move phase of your turn, you could move your units into adjacent enemy-controlled territories. These are territories unoccupied by enemy forces but have an enemy control marker on them. When you move into an enemy-controlled territory with land units you either capture it or liberate it without engaging in combat. See pages 18-19 about capturing a territory under "Results Of Both Land And Naval Combat" for details.
Land Units
INFANTRY: Infantry can attack and defend only in land territories. They can be transported, however, to embattled land territories through sea zones by transport ships.
How They Move
On land — 1 adjacent territory. See Appendix II, page 26 for a graphic example of infantry land movement.
At sea — 1 or 2 infantry board 1 transport ship and are transported as many as 2 sea zones to attack an enemy-occupied coastal land territory or island for an amphibious assault. In this kind of attack, land movements and sea movements are combined only in terms of boarding and landing. It would be illegal for infantry to move 1 land territory, before or after boarding and landing. See page 26 of Appendix II for a graphic example of an amphibious assault.
When traveling by sea, infantry can also be transported to friendly coastal land territories or islands to strengthen vulnerable territories or to reinforce troops already there. This movement is non-combat movement and is discussed in Section 6, Action Sequence 4, on page 20. When traveling by sea in a non-combat move, infantry move as above in an amphibious assault or they could remain at sea on their ship and be moved towards land on another turn.
How They Fight
Infantry can only fight in land territories. They can be involved in combat with enemy infantry, tanks, fighter planes and bombers. When attacking, they attack at "1"; when defending, they defend at "2" or less. If on a transport and involved in a sea battle, they can neither attack nor defend. They are considered cargo!
ARMOR: Armor units can attack and defend only in land territories. They can be transported, however, to embattled land territories through sea zones by transport ships.
How They Move
On land — 1 or 2 adjacent territories. If moving 2 territories, the 1st territory your tank moves through must be controlled by you or a member of your alliance, unless you "blitz." Blitzing: on a 2-territory move, if the first territory your tank moves through is enemy-controlled but not enemy-occupied, you may blitz it...that is, place your control marker there as owner, adjust the National Production Chart to show your gain, and move into the 2nd territory. The 2nd territory you move into can either be an enemy-occupied territory or a friendly territory. See page 26 of Appendix II for a graphic example of blitzing.
At Sea — 1 tank can board 1 transport ship and be transported as many as 2 sea zones to attack an enemy-occupied coastal land territory or island for an amphibious assault. In this kind of attack, land and sea movements are combined only in terms of boarding and landing. Just as in transporting infantry, it would be illegal for tanks to move 1 land territory, before or after boarding and landing (even though tanks can normally move on land 2 adjacent territories, the boarding and landing counts as a tank's full move!).
When traveling by sea, tanks (like infantry) can also be transported to friendly coastal territories or islands as a non-combat movement. When traveling by sea in a non-combat move, tanks move as above in an amphibious assault or they could remain at sea on their ship and be moved towards land on another turn!
How They Fight
Tanks only fight in land territories. They can be involved in combat with enemy tanks, infantry, fighter planes and bombers. When attacking, they attack at "3"; when defending, they defend at "2." If on a transport and involved in a sea battle, they can neither attack nor defend. They are considered cargo!
ANTIAIRCRAFT GUNS: AA guns are special land units. They cannot attack like infantry and tanks but they are special defensive weapons against enemy air attacks. They are only involved in combat with planes. They are always positioned in land territories, one per territory. They can be moved to other friendly land territories but never to enemy-occupied territories as an attacking land unit. Like infantry and tanks, they can be transported to friendly coastal land territories or islands by transport ships.
How They Move
On land — 1 adjacent territory.
At sea — 1 AA gun can board 1 transport and move as many as 2 sea zones either to land on a friendly coastal land territory or island; or to remain at sea aboard ship and be moved towards land on another turn. When being transported by sea, land and sea movements are combined only for boarding and landing. Just as in transporting infantry and tanks, it would be illegal for an AA gun to be moved 1 land territory before or after boarding and landing.
How They Fight
Air defense capability is the AA gun's strength. If enemy planes fly over a territory you own that has an AA gun on it, roll 1 die for each plane in the raid. For every die roll of "1" that is tossed, one plane is shot down and eliminated from play, with no chance to counterattack. Once the AA gun has fired it is no longer involved in the land combat. See page 17, Section 5, Action Sequence 3, for more details.
How They Are Captured
If after combat, your territory is captured by the enemy, your AA gun is also captured. It can be used by the enemy in future battles. AA guns are never destroyed!
INDUSTRIAL COMPLEXES: These are special land units that do not attack, defend or move. They serve as a gateway for introducing new military units onto the gameboard. Newly purchased items you bought at the beginning of your turn in Action 1 can be placed on industrial complexes you own at the end of your turn in Action 5. Strategic placement of complexes allows you to introduce units exactly where you want them without wasting valuable time moving troops and arms across the gameboard. Here are some things you should know about industrial complexes:
- only 1 industrial complex can be positioned per land territory
- you can only place industrial complexes in territories which you control
- industrial complexes cannot be shared by members of an alliance
- your industrial complex can be captured if the territory it is in is captured by an enemy. Once captured, it is never destroyed and can be used by the enemy on his or her next turn. IMPORTANT: you cannot place newly purchased items on industrial complexes that you just captured. See page 20 in Section 7, Action Sequence 5 for more details.
Industrial complexes can be special targets of enemy bombers. See strategic bombing raids under "Bombers" in this section for more details.
Air Units
FIGHTER PLANES: Fighters can attack and defend in land territories and sea zones. They fly out to attack in Action 2, the combat movement part of your Action Sequence; they must land in Action 4, the non-combat movement of your Action Sequence. They can only land in friendly land territories (of course, this includes island groups) or on an aircraft carrier you own or a member of your alliance owns! Only 2 fighters per aircraft carrier! IMPORTANT: your fighters cannot land in territories you just captured in combat.
How They Move
Fighters have a flight range of 4 adjacent territories or sea zones. On their flight into an enemy-occupied land territory or sea zone, fighters can also fly over other enemy and neutral territories and sea zones in route. They must, however, undergo a defensive round of fire from any AA guns that might be on these "flown over" territories (see "How They Fight" on page 13 under Antiaircraft Guns).
The flight range of 4 spaces includes flying to the enemy-occupied territory or zone and returning to a friendly territory or carrier, so plan such a mission very carefully. For example, if you want your fighter to take off and land from the same place, then you can fly out 2 spaces to attack and fly back 2 spaces to land. It is illegal for you to move your fighter into an attack situation unless there is a friendly landing area within range.
Here's how to determine a flight range: always count each land territory or sea zone flown over as 1 space each. If an island group is your flight destination, you must count the sea zone and the island group each as 1 space because the island is considered a land territory within a sea zone! When taking off from a coastal land territory or from an island group, always count the first sea zone flown over as 1 space. When taking off from an aircraft carrier, do not count the sea zone the carrier is in as 1 space!
How They Fight
Fighters can attack and defend in land territories and sea zones. In land territories or island groups, they can be involved in combat with enemy infantry, tanks, fighters and bombers. In sea zones, they can be involved in combat with enemy battleships, submarines, transports, aircraft carriers, fighters and bombers. When attacking, they attack at "3" or less; when defending, they defend at "4" or less. IMPORTANT: during combat, if a fighter is based on an aircraft carrier and the carrier is attacked and destroyed in battle, the fighter is not immediately destroyed — it is considered defending in the air (it defends at a strong die roll of 4). If it survives the battle, it must try to land in the same sea zone the battle takes place in — either on an island or another carrier — if it cannot land it is considered lost and eliminated from play!
See Appendix II, pages 27 and 28 for graphic examples of how fighters fly, attack and land.
BOMBERS: Bombers are air units like fighters. See fighter section above for how bombers fly and fight. The only differences are as follows:
- Bombers cannot land on aircraft carriers.
- Bombers attack at "4" or less and defend at "1" or less.
- Bombers have a flight range of 6 adjacent territories or sea zones — this means, if you want your bomber to take off and land on the same space, then you can only fly out 3 spaces to attack and fly back 3 spaces to land.
- Bombers can conduct a special air attack that fighters cannot. It is called a strategic bombing raid and it is conducted against a specific target — an industrial complex in an enemy-occupied territory. In combat, a bomber either makes a strategic bombing raid or attacks the usual enemy combat units. It does not do both.
How to make a strategic bombing raid:
- Move one or more bombers into the enemy-occupied territory with the industrial complex.
- If your enemy has an AA gun there, he or she fires it now by rolling 1 die for each bomber in the attack. For every "1" tossed, a bomber is shot down and eliminated from play with no chance for counterattack.
- Now you roll a die for each bomber that survives the AA attack. Add the totals on the dice.
- The die toss total is the number of I.P.C.'s your enemy must surrender to the bank. This is the penalty incurred when a bomber strikes an industrial complex — remember, industrial complexes are never destroyed or removed from the board! If the owner of the bombed industrial complex does not have enough I.P.C.'s to cover the penalty, he or she turns over as many as he or she owns to the bank!
See Appendix II, page 28 for a graphic example of a strategic bombing raid.
Naval Units
See Appendix II, page 29, for a graphic example of a naval unit movement.
BATTLESHIPS: Battleships attack and defend in sea zones. They can never be moved onto land territories. They can, however, be used to attack enemy-occupied coastal territories or islands in an amphibious assault. They can never be used to transport land or air units!
How They Move
Battleships move 1 or 2 adjacent sea zones. In a 2-zone move, the first zone your battleship moves through but does not stop in must be unoccupied or it must be occupied by you or a member of your alliance.
How They Fight
Battleships are kings of the sea. They attack and defend at a die roll of "4" or less. They can be involved in combat with enemy battleships, submarines, aircraft carriers, fighter planes, bombers and transport ships.
Battleships can be involved in an amphibious assault by accompanying transports loaded with land units for a coastal attack. In this kind of assault, battleships fire once at enemy units on the coast. After this one shot support attack, battleships are not involved in the land combat and cannot be counterattacked. See Section 5, Action Sequence 3, pages 17 and 18 for more details.
IMPORTANT: if there were enemy ships in the sea zone adjacent to the target coastal territory, your battleships must move into the sea zone first to do combat (without the transports). Once the sea zone is clear, the amphibious assault can begin! If your battleships are used in combat to eliminate enemy ships in an amphibious assault, your battleships cannot conduct a one shot support attack as above! See Appendix II, page 29 for a graphic example of an amphibious assault.
AIRCRAFT CARRIERS: Aircraft carriers attack and defend in sea zones. They can never be moved onto land territories. They can never transport land units; they can, however, carry as many as two fighter planes. Fighter planes from your alliance can take off and land from your carriers! See Appendix II, page 28 for a graphic example of a fighter taking off from a carrier for an attack and returning to the carrier after the attack.
How They Move
Carriers move 1 or 2 adjacent sea zones. In a 2-zone move, the first zone your carrier moves through but does not stop in must be unoccupied or it must be occupied by you or a member of your alliance.
How They Fight
Carriers attack only at "1"; but they defend at "3" or less. Any time a carrier is attacked, its fighter planes are considered to be defending in the air; so if a hit is scored, the carrier owner could choose to eliminate one of his or her planes as a casualty rather than losing the carrier. Exception: in a submarine attack, if the carrier was hit, it is lost — the fighters must conduct their own attack, since submarines cannot fire at planes! See "Submarines" in this section for more details.
TRANSPORTS: Transports are special naval units that transport land units from one coastal territory or island to another. Transports cannot attack like battleships, carriers, or submarines, so they are rarely moved into enemy-occupied sea zones for battle. If attacked, however, transports can defend — but only at a die roll of "1." Any land units aboard a transport that is being attacked cannot defend themselves, and if the transport is hit, all the cargo sinks, too!
How They Move
Transports move 1 or 2 adjacent sea zones. In a 2-zone move, the first zone your transport moves through but does not stop in must be unoccupied or it must be occupied by you or a member of your alliance.
One transport can carry any of the following cargo (during play, actually place such pieces with your transport right on the sea zone):
- 1 or 2 infantry
- or 1 AA gun
- or 1 tank
A transport can pick up cargo, move up to 2 sea zones and unload cargo all in the same move. It can also move 1 sea zone, pick up cargo, move to another sea zone and unload the cargo all in the same move. A transport can also move up to 2 sea zones and remain at sea with the cargo aboard.
How They Fight
Transports have no attack factor, so they are usually moved in the non-combat part of your Action Turn Sequence (see page 20, Section 6, Action Sequence 4 for details). If moved in the combat movement part of your turn, transports are usually involved in an amphibious assault. See Appendix II, page 26, for a graphic example of an amphibious assault. In this type of attack, the transport's mission is to drop off land units to the embattled territory. If the territory's adjacent sea zone is patrolled by enemy ships, the transport cannot move there to drop off troops and tanks. Friendly naval and air units must attack this sea zone first and clear the way before the transport can enter it to drop off cargo (see "Battleships" in this section for details). Other transport rules:
- Your transports can carry land units of your alliance. For example, a friendly country could board your transport with land units on his or her turn. On your turn, you would transport these units. The owner of the units would then have to wait until his or her next turn to land the units.
- Transports can be moved without cargo and can be moved into an enemy-occupied sea zone along with other ships in the fleet to take hits meant for more valuable naval units. For example, in combat, if you had to choose a casualty, it would be more advantageous to pick a transport that costs 8 I.P.C.'s to replace than a battleship that costs 24 I.P.C.'s to replace.
- In an amphibious assault, no attacking land units can ever retreat!
- When a transport with cargo is in an island sea zone, use the blow-up box of the island to position playing pieces to indicate whether the land units are still on the transport or on the island.
SUBMARINES: Submarines attack and defend in sea zones. They can never be moved onto land territories. They can never be used to transport land or air units. Submarines have special attacking powers that are denied other naval units — they can make a deadly first shot attack and can withdraw from a battle after any round of firing.
How They Move
Submarines move 1 or 2 adjacent sea zones. In a 2-zone move, the first zone your submarine moves through but does not stop in must be unoccupied or it must be occupied by you or a member of your alliance.
How They Fight
Submarines attack and defend at a relatively weak die roll of "2" or less. They can, however, conduct a deadly sneak attack, fire a shot at enemy ships and not withstand a counterattack by any "hit" ships. This is called a first shot attack. First shot attacks are only possible for attacking submarines. To make a first shot attack, move your sub into an enemy-occupied sea zone. Toss 1 die for each attacking sub. For every "2" or less that is tossed, one enemy ship is destroyed and removed from play, with no chance to roll defensively. Of course, other defending ships and planes can counterattack.
Withdrawing capability: in combat, at the end of a round of firing, when the defender has counterattacked and removed casualties, any sub (attacking or defending) may withdraw from combat. To withdraw, move your sub one adjacent sea zone away (the zone must be unoccupied or occupied by you or your alliance).
Subs can be involved in combat with enemy subs, battleships, carriers and transports but never with fighter planes or bombers. If the attacking force is made up of aircraft only, a submarine cannot counterattack. After the attack, if the submarine is not hit, it can withdraw. Here is an example of a submarine attacking an aircraft carrier with one fighter plane on it. The sub rolls a "2" for a hit. Since the fighter cannot be hit by a sub, the carrier must be chosen as the casualty. The carrier cannot counterattack because it was destroyed by a first shot attack; the fighter, however, defends at "4." Unfortunately, the fighter rolls a "5," a miss. The sub exercises its withdrawing option because it cannot fire at a plane. The battle is over, but the fighter must land. If there is a friendly island in the same sea zone, it can land there — if not, it crashes and is eliminated from play.
Violating Neutrality
If the enemy occupies a neutral territory and you move into such a territory, conflict results...just as if you moved into any enemy-occupied territory or sea zone.
But if you move land units into a neutral territory with no units or control markers on it or fly planes over such a territory, then you have violated neutrality and must pay a penalty. You could move into such a neutral territory in the combat movement phase or the non-combat movement phase of the Action Sequence. When you do it, you must pay the following penalties:
- when flying a plane over an untouched neutral territory, pay the bank 3 I.P.C.'s and land your plane elsewhere.
- when moving land units into an untouched neutral territory, pay the bank 3 I.P.C.'s, place your control marker on the territory to show ownership, and keep your units in the territory as the end of their move. The 3 I.P.C. penalty is a one-time fee. Subsequent moves into an already violated neutral territory by either friendly or unfriendly forces are not subject to penalties.
Commander-In-Chief
It might be advantageous for your alliance to appoint one person to control friendly units from several different countries. This person would be the Commander-In-Chief of a multinational force. It would be possible for several Commander-In-Chiefs to be appointed at one time for different territories. For you to move a multinational force, the following must happen:
- units of another member of the alliance must be in the same territory or sea zone as your units.
- in the 5th part of your Action Sequence, your alliance (by unanimous consent) appoints you Commander-In-Chief. This is the phase in which newly purchased items are placed on the gameboard!
- To show your new status, stack up 3 of your control markers in the territory with your new multinational force.
- You must wait until your next turn to move your multinational forces. You can move them into combat in Part 2 of your Action Sequence or wait until Part 4 of your Action Sequence and move them into non-combat situations. Please Note: if members of your alliance object to the movement of one of their pieces, you must abide by their wishes and not move the controversial unit. A force could be dissolved in combat or by the decision of the Commander-In-Chief or any member of the alliance. A force can be dissolved any time in a round of play. A round of play is a completed turn for all 5 countries. IMPORTANT: once units have been moved as a multinational force, they cannot be moved again in that round of play!
- Weapons development is not shared by a multinational force. Only the members of the force who own a certain development can use it.
- In combat, when a multinational force suffers a hit, the Commander-In-Chief chooses the casualty.
- When a multinational force conquers a territory, the territory is considered conquered by the country of the Commander-In-Chief, who is awarded the gain on the National Production Chart. Exception: if the conquered territory originally belonged to another member of the alliance, then the gain of such a territory would be given to the original owner not to the Commander-In-Chief.
5. Combat
ACTION SEQUENCE 3
In this part of the sequence, all combat is resolved by dice rolling. There is a particular combat sequence that must be followed for land combat and naval combat. Each individual combat situation in a territory or sea zone is resolved separately!
Land Combat
When land and air units move into an enemy-occupied territory, follow the sequence, below.
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Put all units on the battle board. Attacking units on their labeled side; defending units on their labeled side. Position units onto their matching shapes on the board. The number in a unit's column identifies that unit's attack or defense capability, which is the die roll number that unit needs to score a hit. The number is the maximum number needed — if the number shown or less is tossed, then it is a hit!
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AA gun fires. If the defender has an AA gun present and the attacker has planes in the attack, then the defender exercises the air defense capability of the AA gun. The defender rolls one die for each attacking plane. For every die roll of "1" that is tossed, one plane is shot down and the attacker immediately removes the plane of his or her choice from the battle board. The plane has no chance to counterattack and it is replaced in the storage tray of its owner. Once the AA gun has fired, it is removed from the battle board and replaced on the embattled gameboard territory. If there are no planes present, ignore this part of the sequence and just keep the AA gun in place on the gameboard.
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Attacker fires. The attacker rolls 1 die for each attacking unit. Notice the battle board is divided into 4 columns. Resolve combat in Column 1 first, then Column 2 and so on. For example, if Column 1 had 4 infantry, you would roll 4 dice to fire. Infantry attack at a die roll of "1," so each roll of "1" would be a hit. Please Note: if you had more units than dice, roll 12 dice first to determine any hits, then reroll as many dice as needed for the remaining units in the column. Each time a hit is scored, the defender must choose one of his or her units as a casualty and must move it below the casualty line in the same column on the battle board. These casualties are not out of the game yet. They will be able to counterattack because combat in Axis & Allies is considered simultaneous.
Some special attacking and defending situations:
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In an amphibious assault with a battleship, the attacking battleship fires before all other attacking units (even though it is in Column 4, the last column on the battle board to attack). To fire the battleship, roll a die for each attacking battleship in the assault. Any hits are scored on a die roll of "4" or less. The defender chooses casualties and moves them below the casualty line. The battleships are removed from the battle board and are replaced in the sea zone adjacent to the embattled territory. The attacker fires for other attacking land units and the defender counterattacks, as in a regular combat situation.
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Multiple defenders: when a multinational force is attacked, there is only one defender...the Commander-In-Chief, who chooses casualties and conducts the counterattacks. If a territory contains two or more members of an alliance not led by a Commander-In-Chief and it is attacked, there are several defenders. The attacker conducts combat as usual. If any hits are made, the attacker declares which country must take the casualty. In the defending counterattack, each defender rolls separately for his or her units (including any casualties).
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Defender fires. The defender rolls 1 die for each defending unit (casualties included) and resolves combat, as the attacker did above. In this counterattack, any of the attacker's units that are hit are immediately removed from the battle board and placed back in the tray. They are immediate casualties because they have already fired. Of course, the attacker always chooses which units will be casualties!
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Remove all casualties. After the defender's counterattack, the defender removes from the board all of his or her casualties that were behind the casualty line. The attacker's casualties were removed as they were hit. IMPORTANT: at this time, the attacker can exercise the retreat option, stop combat and move all attacking units to an adjacent friendly territory. This is an attacker's privilege only and all attacker's units must withdraw.
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Repeat above steps 3, 4 and 5 until...
A. Attacker withdraws — This is a retreat option only available to the attacker. After the defender counterattacks, the attacker may halt further combat and retreat, moving his or her units back to an adjacent friendly territory.
B. Attacker is destroyed — If all the attacking units are hit by the defender, the battle is over.
C. Defender is destroyed — If all the defending units are hit by the attacker, the battle is over.
D. Both attacker and defender are destroyed — If all units are hit, the battle is over.
Naval Combat
When naval and air units move into an enemy-occupied sea zone, follow the sequence below.
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Put all units on the battle board. Position them just as you did in Land Combat. Again, the numbers on the battle board indicate the maximum attack and defense capability of a unit! Notice that there is no place for a transport on the attacker side, because transports have no attack factor. Instead, an attacker's transports should be placed on the board in the position shown below.
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Attacking submarines fire. If the attacker has any submarines in the conflict, they must fire first before any other units. This is called a first shot attack. To make such an attack, toss 1 die for each attacking sub. For every "2" or less that is tossed, the defender suffers a hit and chooses a casualty. Note: a plane cannot be a casualty because subs cannot fire at planes.
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Submarine casualties are removed. After subs conduct their first shot attacks, the defender's chosen casualties are not placed behind the casualty line. Rather, they are immediately removed from play and placed back in their tray because they do not get a chance to counterattack an attacking submarine!
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Attacker fires all other units. The attacker rolls 1 die for each attacking unit. Just as in the Land Combat Sequence (page 17), resolve all conflict in Column 1, then Column 2 and so on. Each time a hit is scored, the defender chooses one of his or her units as a casualty and moves it below the casualty line in the same column on the battle board. These casualties will fire back in the first counterattack.
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Defender fires remaining units. The defender rolls 1 die for each defending unit (casualties included) and resolves combat, as the attacker did above. In this counterattack, any of the attacker's units that are hit are immediately removed from the battle board and placed back in the tray. They are immediate casualties because they have already fired. Of course, the attacker always chooses which units will be casualties! IMPORTANT: the attacker can choose to lose a transport as a casualty. That is why transports are placed on the battle board, even though they cannot attack.
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Remove all casualties. After the defender's counterattack, the defender removes all of his or her casualties that were behind the casualty line of the battle board. The attacker's casualties were removed as they were hit.
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Submarines may withdraw. Attacking and defending submarines can now exercise their withdrawing capability and withdraw from combat by moving 1 friendly or empty sea zone away. IMPORTANT: at this time, the attacker can exercise his or her retreat option, stop combat and move all attacking units to an adjacent friendly or empty sea zone. This privilege is for the attacker only, and all attacking units must withdraw.
Special attacking and defending situation:
- Multiple defenders — see page 17 under "Land Combat — Multiple Defenders" for details about who defends when two or more members of an alliance are attacked. The same situation applies in either land territories or sea zones!
- Repeat above steps 2 to 7 until...
A. Attacker withdraws — This is a retreat option only available to the attacker. After the defender counterattacks, the attacker may halt further combat and retreat, moving his or her units back to an adjacent friendly or empty sea zone.
B. Attacker is destroyed — If all the attacking units are hit by the defender, the battle is over.
C. Defender is destroyed — If all the defending units are hit by the attacker, the battle is over.
D. Both attacker and defender are destroyed — If all units are hit, the battle is over.
Results Of Both Land And Naval Combat
In land combat, battles on land territories or island territories, such territories are either held by the defender or captured by the attacker. In naval combat, battles in sea zones, no territories are captured but fleets are diminished. Here are the results of land combat:
- If the attacker withdraws, the defender holds the territory.
- If the attacker is destroyed, the defender holds the territory.
- If the defender is destroyed, the attacker captures the territory. *See important exception on following page.
To capture a territory, return surviving units from the battle board to the newly-owned territory, place your control marker on the territory, and adjust the control markers on the National Production Chart. As the victor, your National Production Level is increased by the value of the captured territory; the losing defender's National Production Level is decreased by the value of the captured territory. Any AA gun or industrial complex in the territory remains there but belongs to you, the attacker. Please Note: if the captured territory was originally owned by a member of your alliance, you are not considered the victor even though you attacked successfully. You are the liberator only! Instead, the former owner places his or her control marker on the captured territory and earns the value of the territory on the National Production Chart.
*IMPORTANT EXCEPTION: even if the attacker destroys the defender, there is a possibility that the attacker will not capture the territory. For to capture a territory, one must occupy it after battle with surviving land units. If the only surviving units an attacker has after combat are planes, the attacker cannot occupy the territory because the planes must fly out of that territory after combat. Remember, planes fly out to attack in the combat movement phase of the Action Sequence and fly back to land in the non-combat movement phase. Your attacking planes can never remain in a territory you just captured in battle; planes can never land in a territory you just captured either. See Section 6, Action Sequence 4, page 20 for details. If the attacker cannot occupy a captured territory with surviving land units, then the territory is considered held by the defender.
- If the attacker and the defender are both destroyed, the defender holds the territory.
Capturing a territory that is an enemy capital: if you capture one of your enemy's capital territories (these territories are: Eastern United States, Russia, United Kingdom, Germany and Japan), follow the same procedure as above for capturing a regular territory. The owner of the captured capital still remains in the game but as an added penalty must surrender all of his or her I.P.C.'s to you and cannot buy more military units or place them on the gameboard until he or she recaptures the capital!
Special Combat Situation — Strategic Bombing Raid
Bombers have a special ability to make strategic bombing raids against an enemy industrial complex rather than against military units. Bombing an industrial complex weakens your opponent economically and dwindles your enemy's stockpile of I.P.C.'s. If you wish your bomber to attack a complex rather than be involved in a regular land or naval combat situation, just announce that you are making a strategic bombing raid instead and do the following. Do not use the battle board in this kind of attack!
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Move 1 or more bombers into an enemy-occupied territory with an industrial complex.
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Defender's AA gun fires at you. The defender rolls 1 die for each bomber in the attack. A roll of "1" on any die, shoots down one plane. Hit bombers cannot counterattack and are removed from play!
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Surviving bombers fire. You, as attacker, roll 1 die for each surviving bomber. Add the numbers on the dice together.
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Defender surrenders I.P.C.'s. The total shown on the dice is the number of I.P.C.'s the defender must return to the bank. If the defender does not have enough I.P.C.'s to cover this penalty, he or she surrenders as many as he or she owns! Industrial complexes are never destroyed or removed from the board during a strategic bombing raid! See more about strategic bombing under "Bombers" in Section 4, Action Sequence 2, page 14.
6. Non-Combat Movement
ACTION SEQUENCE 4
In this part of your turn, you can move any, all or none of the units that did not move during Action 2 of your turn, the combat movement phase. Such units can be moved now and only into friendly-occupied territories, friendly-controlled territories, empty sea zones or neutral territories that have not been violated or are friendly-controlled or friendly-occupied. They cannot be moved into unoccupied enemy-controlled territories or unoccupied enemy-controlled neutral territories.
You must move the following at this time:
- planes that were moved in the combat movement phase must now land in friendly-occupied territories. Your planes cannot land in territories you just captured in Action 3, the combat phase of your turn. Fighters can land on any carrier of their alliance. Bombers cannot land on carriers.
You may move the following at this time:
- transports loaded with cargo (infantry, tanks, AA guns)...move them to or towards friendly-occupied coastal territories or islands to strengthen vulnerable territories or to reinforce troops already there. Or move empty transports to or towards friendly-occupied coastal territories or islands to pick up land units for transport. Or move them to friendly or empty sea zones with other naval units as a part of a fleet (if the fleet is attacked, transports can be chosen as casualties).
- AA guns can be moved to friendly land territories at this time. If you own "Rockets" weapons development, think about moving AA guns within a range of 3 territories of an enemy industrial complex. Of course, only one AA gun per territory and only one AA gun per turn has rocket capability (see Weapons Development, Part 1 of the Action Sequence, page 10 for more details).
- Land, air and naval combat units can be moved into strong offensive and defensive positions at this time either to strengthen vulnerable territories or to reinforce units at the front.
7. Place New Units On Gameboard
ACTION SEQUENCE 5
All of the units you purchased in Part 1 "Develop Weapons/Purchase Units" of your Action Sequence must now be placed on the gameboard. Here's how to do it:
- Place all land units and air units in a territory or territories containing your industrial complexes.
- Place all naval units in a sea zone or zones adjacent to your industrial complexes.
If you have more than one industrial complex, you can divide your units among the complexes, if you wish. You cannot place units in a just-captured territory that has an industrial complex on it — you must wait until your next turn to place units there. You cannot place newly purchased units onto any carriers or transports! IMPORTANT: this is the phase in which a Commander-In-Chief may be appointed by the alliance. If so, be sure that the player appointed to this status positions 3 of his or her control markers with the multinational force now. The Commander-In-Chief must wait until his or her next turn to move.
8. Collect Income
ACTION SEQUENCE 6
This is the end of your turn. At this time you collect income from the bank based on your National Production Level. Look at what number your control marker is on in the National Production Chart. Collect that number of I.P.C.'s from the bank. IMPORTANT: you cannot loan or give I.P.C.'s to any member of your alliance.
How To Win The War
ALLIES VICTORY CONDITION
The Allies victory condition is the same as the historical victory condition of World War II — the complete and unconditional surrender of the Axis powers. This means that you and your alliance must capture the two Axis capitals of Germany and Japan.
AXIS VICTORY CONDITION
The Axis alliance wins by fulfilling either one of these conditions:
A Military Victory. Axis powers must capture two of the three Allied capitals (Eastern U.S.A., United Kingdom, Russia).
An Economic Victory. Axis powers must conquer enough territories to have a combined National Production Level of 84. This must be accomplished at the end of a round of play (all 5 countries have had a turn).
An Individual Winner!
Although Axis & Allies is a team game, an individual winner can be declared by determining which player has increased his or her National Production Level the most from the starting totals. Use the charts, below, to determine the winner.
The numbers in the columns represent a player's ending National Production Level. A number's corresponding % represents the increase from the starting income. Whoever has the greatest percentage is the individual winner. Each player refers to his or her country's chart, below, to compute the percentages.
For example, if the Allies won the war, determine the individual Allied winner as follows. U.S.S.R. started at 24 I.P.C.'s and ends with 29 I.P.C.'s, an increase of 20.8%; United Kingdom started at 30 I.P.C.'s and ends with 45 I.P.C.'s, an increase of 50%; United States started at 36 I.P.C.'s and ends with 45 I.P.C.'s, an increase of 25%. The United Kingdom is the individual winner!
U.S.S.R. — STARTING INCOME 24
25=4.1%, 26=8.3%, 27=12.5%, 28=16.6%, 29=20.8%, 30=25%, 31=29.1%, 32=33.3%, 33=37.5%, 34=41.6%, 35=45.8%, 36=50%, 37=54.1%, 38=58.3%, 39=62.5%, 40=66.6%, 41=70.8%, 42=75%, 43=79.1%, 44=83.3%, 45=87.5%, 46=91.6%, 47=95.8%, 48=100%
GERMANY — STARTING INCOME 32
33=3.1%, 34=6.2%, 35=9.3%, 36=12.5%, 37=15.6%, 38=18.7%, 39=21.8%, 40=25%, 41=28.1%, 42=31.2%, 43=34.3%, 44=37.5%, 45=40.6%, 46=43.7%, 47=46.8%, 48=50%, 49=53.1%, 50=56.2%, 51=59.3%, 52=62.5%, 53=65.6%, 54=68.7%, 55=71.8%, 56=75%, 57=78.1%, 58=81.2%, 59=84.3%, 60=87.5%, 61=90.6%, 62=93.7%, 63=96.8%, 64=100%
UNITED KINGDOM — STARTING INCOME 30
31=3.3%, 32=6.6%, 33=10.0%, 34=13.3%, 35=16.6%, 36=20%, 37=23.3%, 38=26.6%, 39=30%, 40=33.3%, 41=36.6%, 42=40%, 43=43.3%, 44=46.6%, 45=50%, 46=53.3%, 47=56.6%, 48=60%, 49=63.3%, 50=66.6%, 51=70%, 52=73.3%, 53=76.6%, 54=80%, 55=83.3%, 56=86.6%, 57=90%, 58=93.3%, 59=96.6%, 60=100%
JAPAN — STARTING INCOME 25
26=4%, 27=8%, 28=12%, 29=16%, 30=20%, 31=24%, 32=28%, 33=32%, 34=36%, 35=40%, 36=44%, 37=48%, 38=52%, 39=56%, 40=60%, 41=64%, 42=68%, 43=72%, 44=76%, 45=80%, 46=84%, 47=88%, 48=92%, 49=96%, 50=100%
UNITED STATES — STARTING INCOME 36
37=2.7%, 38=5.5%, 39=8.3%, 40=11.1%, 41=13.8%, 42=16.6%, 43=19.4%, 44=22.2%, 45=25%, 46=27.7%, 47=30.5%, 48=33.3%, 49=36.1%, 50=38.8%, 51=41.6%, 52=44.4%, 53=47.2%, 54=50%, 55=52.7%, 56=55.5%, 57=58.3%, 58=61.1%, 59=63.8%, 60=66.6%, 61=69.4%, 62=72.2%, 63=75%, 64=77.7%, 65=80.5%, 66=83.3%, 67=86.1%, 68=88.8%, 69=91.6%, 70=94.4%, 71=97.2%, 72=100%
Appendix I — Japan Moves
AN ILLUSTRATED 6-PART ACTION SEQUENCE
Japan plays 4th among the 5 countries. The U.S.S.R. has attacked Manchuria from the north and has captured it and occupied it with 1 tank and 1 infantry. Below, is the military situation at the beginning of Japan's first turn. IMPORTANT: we suggest you set up the gameboard with the combat units, as indicated in Map 1. It will help you to understand the following graphic example, if you can physically move the pieces as you read.
Action Sequence 1 — Develop Weapons/Purchase Units
Japan's starting income is 25 and thus has 25 I.P.C.'s to spend. Japan's National Production Level at this time, however, is 22 because of the loss of Manchuria (a 3 I.P.C. territory).
Japan decides to take a risk and develop weapons before purchasing units.
WEAPONS DEVELOPMENT
Japan pays 5 I.P.C.'s to the bank and rolls 1 die and tosses a "6" — a breakthrough! Japan tosses again and rolls a "3" which is the Super Submarines development. Japan places a control marker on the Number 3 position on the Weapons Development Chart. Japan now has 20 I.P.C.'s to spend.
PURCHASING UNITS
Japan's decision of what to buy depends on Japan's goals and the objectives of the encroaching enemy forces. Japan wishes to recapture Manchuria but the U.S.A. is threatening in the Pacific.
Here's Japan's strategy:
- The major objective is to recapture Manchuria. Land and air units would be required to do so. Air units, however, might be the better choice because they could be used in a land assault on U.S.S.R. and a naval attack on the U.S.A.
- Submarines would be powerful weapons against the U.S.A. fleet now that they are "super" and can attack at a die roll of "3" or less rather than "2."
Therefore, Japan buys: 1 fighter plane for 12 I.P.C.'s; and 1 submarine for 8 I.P.C.'s, which equals 20 I.P.C.'s expended.
Action Sequence 2 — Combat Movement
Japan moves into 3 spheres of combat. Each is discussed below. Refer to Map 2 as you read.
AREA 1 COMBAT SPHERE
Air and naval attack on the U.S.A. fleet in the Hawaiian Islands sea zone.
- Fighter on aircraft carrier in the Caroline Islands sea zone flies 2 sea zones for attack and plans to return to the carrier to land.
- Battleship moves 2 sea zones to attack.
- Submarine moves 1 sea zone to attack.
AREA 2 COMBAT SPHERE
Amphibious assault of Midway Island held by U.S.A.
- Battleship moves 2 sea zones for a one shot support attack on the island.
- Transport picks up 2 infantry from the Japan territory and moves 2 sea zones to make an amphibious assault on Midway.
AREA 3 COMBAT SPHERE
Air and land strike on U.S.S.R. occupied Manchuria.
- Fighter from the Philippines flies to Manchuria (that's 3 spaces) for attack and plans to land in Kwangtung.
- Two infantry from Kwangtung move 1 territory to Manchuria.
- Bomber in Japan flies to Manchuria (that's 2 spaces) for attack and plans to fly back to Japan.
- Fighter in Japan flies to Manchuria (that's 2 spaces) for attack and plans to fly back to Japan.
Action Sequence 3 — Combat
AREA 1 COMBAT SPHERE ACTION
The attacking and defending units are placed on the battle board, so the conflict looks like Figure A.
- Attacking sub fires. Japan rolls a "3," a hit because it is a "super sub." American defender chooses to lose a sub as a casualty. Defender cannot counterattack against an attacking submarine's deadly first shot attack. The sub was the most reasonable choice to lose, because submarines are inexpensive and cannot fire at planes and the Japanese fighter is still threatening!
- Attacking fighter fires and rolls a "3," a hit. Defending American chooses the carrier as a casualty and places it behind the Casualty line.
- Attacking battleship fires and rolls a "2," a hit. Defending American must lose its last unit, the fighter, and places it behind the casualty line.
- Defending carrier fires and rolls a "5," a miss. Defending fighter fires and rolls a "6," a miss. The battle is over, the American forces have been eliminated.
AREA 2 COMBAT SPHERE ACTION
The attacking and defending units are placed on the battle board, so the conflict looks like Figure B. Note: in an amphibious assault, the Japanese transport cannot be placed on the battle board. It can neither attack nor can it be a potential casualty in a land battle.
- Attacking battleship assists the Japanese beachhead by firing once and rolls a "5," a miss. The Japanese battleship is removed from the battle board and is replaced on the Midway Island sea zone. It can only fire once in an amphibious assault.
- The 2 Japanese infantry attack by rolling 2 dice and tossing a "3" and a "6," both misses.
- Defending American infantry fires and rolls a "2," a hit.
- The Japanese attacker chooses 1 infantry as a casualty and removes it from the board.
- The Japanese attacker has one remaining unit on the board...an infantry unit. The infantry fires and rolls a "1," a hit.
- The American defender must lose the infantry and places it behind the Casualty line.
- The American defender now counterattacks with the infantry and rolls a "2," a hit.
- The Japanese attacker must lose the infantry. All land units have been eliminated. The Japanese have no land units to occupy the territory thus the U.S. keeps control of Midway. The Japanese battleship and transport, of course, remain but they cannot occupy a territory. The Battle of Midway is over and it remains in American hands!
AREA 3 COMBAT SPHERE ACTION
The attacking and defending units are placed on the battle board, so the conflict looks like Figure C.
- 2 Japanese infantry attack by rolling 2 dice, a "3" and a "2," both misses.
- 2 Japanese fighters attack by rolling 2 dice, a "6" and a "5," both misses.
- 1 Japanese bomber attacks and rolls a "4," a hit.
- Defending U.S.S.R. chooses to lose 1 infantry and moves it below the Casualty line.
- Defending U.S.S.R. counterattacks for the 1 tank and the 1 infantry (now a casualty) and fires 2 dice, a "2" and a "1"...that's two hits!
- Japan chooses to lose 1 infantry and 1 fighter. A good strategy, because Japan must have at least one surviving land unit to occupy the territory if it is to be captured! These two units are removed from board.
- Defending U.S.S.R. now removes its infantry casualty from battle board.
- The second wave of firing begins. Japan fires for 1 infantry and rolls a "1," a hit. Defending U.S.S.R. must lose its last unit, a tank, and move it below the Casualty line. Japan does not need to continue the attack, because all U.S.S.R. units have been eliminated.
- The U.S.S.R. tank casualty can still counterattack and rolls a "4," a miss. The tank is removed from the battle board.
The battle is over. Japan has recaptured Manchuria, a territory worth 3 I.P.C.'s. Japan's surviving land unit of 1 infantry is returned to the Manchuria territory on the gameboard to occupy it. The National Production Chart is adjusted. Japan moves up 3 levels to 25; U.S.S.R. down 3 levels. Japan does not need to place a control marker in Manchuria because Japan originally owned it and it is color-coded to the original owner. The U.S.S.R. control marker is removed from Manchuria.
Action Sequence 4 — Non-Combat Move
Japan must land all attacking planes during this move. The fighter that attacked in the naval combat in the Hawaiian Islands sea zone flies back to land on the carrier in the Caroline Islands. The fighter in the Manchurian assault lands in Kwangtung. The bomber in the Manchurian assault lands in Japan. See Map 3 for their homeward bound flight patterns. Also at this time, the Japanese transport picks up two infantry on the Philippines and drops off the troops in Kwangtung which is presently devoid of land units.
Action Sequence 5 — Place Newly Purchased Units
The submarine and the fighter plane that Japan purchased in Action Sequence 1 of this turn are now placed on the gameboard where Japan has an industrial complex. The fighter is placed in the Japan land territory; the submarine in the sea zone adjacent to the Japan land territory. See Map 4 for Japan's present military situation.
Action Sequence 6 — Collect Income
Japan's National Production Level is now at 25. Japan collects 25 I.P.C.'s from the bank. Japan's turn is over. It is now the United States' turn!
Appendix II — Several Illustrated Moves
Infantry And Armor (Tank) Movement
Armor units can move one or two adjacent territories. The movement of infantry units is restricted to one adjacent territory.
In this example, German land units in Libya are moving into British-occupied Anglo-Egypt Sudan to do battle. Infantry move 1 adjacent space. The armor unit demonstrates a blitzing tactic on a 2-territory move:
| Moves | Combat Movement |
|---|---|
| A | Infantry moves 1 adjacent space. |
| 1 | Tank is blitzing. It moves first into British-controlled but unoccupied French Equatorial Africa and captures it (places a control marker there). |
| 2 | Tank moves into enemy-occupied Anglo-Egypt Sudan to do battle there. |
Transport Ship Movement For An Amphibious Assault
In this example, two infantry units are being transported from the Eastern U.S.A. to attack Algeria.
| Moves | Combat Movement |
|---|---|
| 1 | The cargo (2 infantry) boards the transport and is placed next to the transport on the adjacent sea zone. Transport and cargo move to the next adjacent sea zone. |
| 2 | The transport and cargo move to the next adjacent sea zone off the coast of Algeria. The 2 infantry land on Algeria and attack enemy units present there. |
Aircraft Movement Examples
The two types of aircraft, fighters and bombers, have different movement ranges. Fighter's maximum range is 4 adjacent spaces; bomber's maximum range is 6 adjacent spaces. Below is an example of a fighter being moved its maximum range (4 spaces). To the right, is an example of a fighter in combat. Aircraft (either fighters or bombers) cannot fly out to attack unless there are landing places that are within range. The two aircraft movement examples on the following page are: taking off from an aircraft carrier; and a strategic bombing raid.
FIGHTER ATTACKING ENEMY POSITION AND LANDING ON FRIENDLY TERRITORY
| Moves | Combat Movement |
|---|---|
| 1 | Leaves U.K., enters sea zone. |
| 2 | Leaves sea zone, enters friendly-occupied Western Europe. |
| 3 | Leaves Western Europe, moves to Germany and attacks along with allied ground units. |
| Moves | Non-Combat Movement |
|---|---|
| 4 | Leaves Germany, and lands in friendly-occupied Western Europe. |
FIGHTER LEAVES AN ISLAND AND FLIES A MAXIMUM OF 4 SPACES AND LANDS
- The fighter leaves Hawaiian Islands and enters the Hawaiian Islands sea zone.
- From the Hawaiian Islands sea zone, the fighter flies to the sea zone of the Solomon Islands.
- From the Solomon Islands sea zone the fighter moves into the sea zone adjacent to Australia.
- The fourth movement is into Australia, a friendly territory.
FIGHTER FLYING OFF AIRCRAFT CARRIER, ATTACKING AND RETURNING TO SHIP
| Moves | Combat Movement |
|---|---|
| 1 | Fighter leaves carrier and flies directly to the adjacent Caroline Islands sea zone. |
| 2 | Fighter enters the Philippine Islands sea zone. |
| 3 | Fighter enters Philippine Islands and conducts, during combat phase, a successful attack. |
| Moves | Non-Combat Movement |
|---|---|
| A | Carrier leaves Wake Island sea zone, and enters Caroline Islands sea zone. |
| B | From the Caroline Islands sea zone the carrier enters the Philippine Islands sea zone. |
| 4 | The fighter uses its fourth and final movement to land on the carrier. |
STRATEGIC BOMBING RAID
This is a special air attack that bombers alone can make!
| Moves | Combat Movement |
|---|---|
| 1 | Bomber leaves U.K. and enters the adjacent sea zone. |
| 2 | Bomber leaves sea zone and enters next adjacent sea zone. Note: the bomber has purposely avoided Western Europe because of enemy AA gun there. |
| 3 | Bomber enters Germany. Survives attack from an AA gun there and strikes the Industrial Complex there by rolling 1 die. Bomber rolls a "6." Germany surrenders 6 I.P.C.'s to the bank. |
| 4 | The bomber begins flight home by moving to adjacent sea zone. |
| 5 | Re-enters U.K. sea zone. |
| 6 | The bomber lands on the U.K. territory. |
Naval Unit Movement
All ships can move a maximum of 2 sea zones. If Sea Zone A is not enemy-occupied, all of your fleet could move into Sea Zone B. If Sea Zone A was enemy-occupied, however, your fleet would not be able to move into Sea Zone B until they moved into Sea Zone A and resolved combat there.
Battleships And Amphibious Assaults
In an amphibious assault, if a battleship is accompanying a cargo laden transport, it can move into Sea Zone Y with the transport and add support to the beachhead by firing a one shot support attack against enemy land units in Territory X.
If Sea Zone Y is enemy-occupied, the battleship must move into the sea zone first unaccompanied by the transport, do battle and sink the enemy ships before the transport can land troops in Territory X. If the battleship does battle with an enemy ship before the assault, it forsakes its one shot support attack against enemy land units in Territory X.
Appendix III — A Closer Look At The Units
Here's what each unit looks like. Their silhouettes are used on the battle board and throughout the manual! The units are: Infantry, Fighter Plane, Industrial Complex, Aircraft Carrier, Transport Ship, Submarine, Battleship, Antiaircraft Gun, Armor (Tank), and Bomber. (Shown actual size in the printed manual.)