Entire contents © 1998 by R.D. Baker. Site created: 7-25-98. Our Axis & Allies Gamers Group welcomes players for face-to-face games in the Washington, D.C. area. Email: email@example.com
List of recent updates and rule changes in this section:
BASIC ARTILLERY RULESArtillery units and rules replace the 2nd Edition Axis & Allies antiaircraft pieces and rules. Artillery attacks and defends on die rolls of 2 or less. They may move one territory per turn, and may be transported by sea (one artillery unit per transport). Treat artillery pieces just like any other land unit for movement, attack, combat losses, etc. Attacking artillery units always fire first in each combat round. Losses are applied immediately (that is, enemy units lost to artillery fire are removed before they can return fire). After attacking artillery fires, then defending artillery fires, with losses applied to the attacker's forces immediately. After artillery fire from both sides has been resolved and losses taken, the combat round continues as usual.
AMPHIBIOUS ASSAULTS, ARTILLERY, AND BATTLESHIPSAttacking artillery may not fire in the first round of an amphibious assault, but may take part in all subsequent rounds. Battleships MAY fire in the first round of an amphibious assault (just as in the 2nd Edition Axis & Allies rules). Losses are applied immediately. Defending artillery, in the FIRST round of an amphibious assault, may hit assaulting naval units, including battleships. Transports lost to defending artillery fire in the first round of an amphibious assault also lose the troops they are transporting.
ARTILLERY AS ANTIAIRCRAFT GUNSArtillery may only fire at aircraft that are actually engaged in combat (or strategic bombing against industrial complexes), NOT aircraft that are simply flying over the artillery's position. Artillery may fire in every round of combat, rolling one die per artillery unit, and scoring hits on rolls of 2 or less.
AXIS & ALLIES ENHANCED REALISM RULESIntroduction & Overview.
Entire contents © 1998 by R.D. Baker.
Section I: Basic Rule Changes.
Section II: Artillery.
Section III: Combat Losses.
Section IV: Advanced Air Power Rules.
Section V: Advanced Naval Rules.
Section VI: Advanced Retreat Rules.
Section VII: Industrial Capacity & Scenarios.
Section VIII: History & Politics.
Section IX: Revised Action Sequence.
Section X: Game Turn Time-line Analysis.
Frequently Asked Questions.