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AXIS & ALLIES ENHANCED REALISM RULES


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: rdbaker43@yahoo.com

List of recent updates and rule changes:
11-04-98: CORRECTED TYPO: INTERMEDIATE HISTORICAL MULTIPLIER FOR USA IS 3 [NOT 4].
09-20-98: REVISED ALTERNATE TURN ORDER OPTION: USA-Germany-USSR-Japan-UK.
09-20-98: EXPANDING INDUSTRIAL CAPACITY.
09-04-98: USA PHASED-IN PRODUCTION MULTIPLIER SCENARIO.




VII. INDUSTRIAL CAPACITY & SCENARIOS

SCENARIO MULTIPLIERS

The scenario multiplier is used to increase player income, allowing more units to be built, and to adjust the relative economic strength of the different nations. At the beginning of a turn, a player multiplies his originally-owned territories currently in his possession by the appropriate sceanrio multiplier. He then adds the printed value (only) of captured territory in his possession, and then subtracts any losses from bombing results [and German submarines, if using this rule from Section VIII]. The following is a suggested list of scenario multipliers with which players may wish to experiment:

INTRODUCTORY "HISTORICAL":
USSR: 2; GER: 2; UK: 1; JAPAN: 1; USA: 2.

ALL PLAYERS DOUBLED:
USSR: 2; GER: 2; UK: 2; JAPAN: 2; USA: 2.

INTERMEDIATE "HISTORICAL":
USSR: 3; GER: 3; UK: 2; JAPAN: 2; USA: 3.

ALL PLAYERS TRIPLED:
USSR: 3; GER: 3; UK: 3; JAPAN: 3; USA: 3.

ADVANCED "HISTORICAL":
USSR: 4; GER: 3; UK: 2; JAPAN: 2; USA: 4.

STRONG RUSSIAN:
USSR: 5; GER: 3; UK: 2; JAPAN: 2; USA: 4.

USA PHASED-IN PRODUCTION MULTIPLIER:
USA multiplier begins at 1 and increases by 1 every turn until it reaches the USA number in the scenario being played [the maximum multiplier allowed]. The Alternative Turn Order Rule (see Section VIII) is highly recommended when using this scenario. The new turn order is USA-Germany-USSR-Japan-UK.
When using the Advanced Historical or Strong Russian Scenarios, players should also use the Reduced Russian Combat Effectiveness Rule described in Section VIII: History and Politics.


INDUSTRIAL CAPACITY & UNIT TYPES

The industrial capacity of an industrial complex for a given type of unit is the territory value of the territory where the industrial complex is located, multiplied by a player's Scenario Multiplier, then divided by the cost of the unit type. An IC may not exceed it's industrial capacity for the different unit types, except that a capital city territory may build one air unit and one naval unit per turn in excess of it's capacity. [Note: Australia may always build at least ONE infantry, even if Australia's industrial capacity is only 2]. The unit type categories are:

TYPE 1: INFANTRY
TYPE 2: ARTILLERY & ARMOR
TYPE 3: AIRCRAFT
TYPE 4: NAVAL


INDUSTRIAL CAPACITY EXAMPLES (All Players Tripled Scenario)

Moscow, England & Japan

These Industrial Complexes have printed values of 8. If the scenario multiplier is 3, this gives them an Industrial Capacity of 24. No more than 24 IPC's may be spent on each TYPE of unit to be placed in one of these industrial complexes. For instance, 8 Infantry (24 IPC), 4 Tanks/Guns (20 IPC), and 2 fighters (24 IPC) can all be built at Moscow in one turn, provided the Russian player has enough IPC's to pay for them. If the player chose to build a bomber (15 IPC), he could build no other air units in Moscow that turn, since any additional air power expenditure would exceed the capacity for TYPE 3 units (Aircraft).

Caucasus, Karelia, Eastern Europe, Eastern Canada, India, Manchuria

These industrial complexes each have printed values of 3, so (if the scenario multiplier is 3) they have industrial capacities of 9. Only TYPE 1 units (Infantry), TYPE 2 units (Tanks & Guns) and some TYPE 4 units (subs or transports, but not carriers or battleships) may be built at these locations. Since all TYPE 3 units (fighters and bombers) and also carriers and battleships (TYPE 4 units) all cost more than 9 IPC, they may not be built at these factories.

Germany

The Industrial Complex in Germany has a printed value of 10, which means (if the scenario multiplier is 3) it has an industrial capacity of 30. Since infantry cost 3 IPC, the maximum number of infantry that can be built in Germany in one turn is 10 (30 IPC's worth of TYPE 1 units). A maximum of six TYPE 2 units (guns & tanks) may be built at this industrial complex, as well as a maximum of two TYPE 3 units (fighters and bombers). The number of TYPE 4 units (naval) that can be built at this compex ranges from a maximum of three (3 transports or subs, for example) down to one (a battleship).

EXPANDING INDUSTRIAL CAPACITY:

For the cost of 10 IPCs per expansion, a player may add ONE to the capacity of an Industrial Complex. When placing newly purchased units, place one chip under the IC to indicate expansion. Only one chip per IC per turn allowed. Maximum expansion is equal to the original value of the territory.

Example: Germany pays 10 IPC to add a chip to its factory in Germany. After expansion, the capacity of Germany (which in this example has a multiplier of 3) is now 31 instead of 30. (Printed value of 10 x scenario multiplier of 3 =30 +1 for additional capacity = 31). The maximum expansion for Germany is equal to its territory value (10). So after buying 1 expansion per turn for 10 turns at a cost of 10 IPC each, Germany maxes out in this example at a capacity of 40 for that IC.

Example: USSR pays 10 IPC to add a chip to Karelia. After expansion, the capacity of Karelia (which in this example has a multiplier of 3) is 10 instead of 9. The maximum expansion for Karelia is equal to its territory value (3). So after buying 1 expansion per turn for 3 turns at a cost of 10 IPC each, Karelia maxes out at a capacity of 12 for that IC. (Printed value of 3 x scenario multiplier of 3 = 9 +1 +1 +1 for three expansions = 12).

Example: UK pays 10 IPC to add a chip to India. After expansion, the capacity of India (which in this example has a multiplier of 2) is 7 instead of 6. The maximum expansion for India is equal to its territory value (3). So after buying 1 expansion per turn for 3 turns at a cost of 10 IPC each, India maxes out at a capacity of 9 for that IC. (Printed value of 3 x scenario multiplier of 2 = 6 +1 +1 +1 for three expansions = 9).

Example: Japan pays 10 IPC to add a chip to its home island IC. After expansion, the capacity of Japan (which in this example has a multiplier of 2) is 17 instead of 16. The maximum expansion for Japan is equal to its territory value (8). So after buying 1 expansion per turn for 8 turns at a cost of 10 IPC each, Japan maxes out at a capacity of 24 for that IC. (Printed value of 8 x scenario multiplier of 2 = 16 +1 +1 +1 +1 +1 +1 +1 +1 for eight expansions = 24). Now Japan has the capacity to build TWO fighters per turn instead of one, and THREE ships valued at 8 IPC each instead of only two. Of course, a quicker and cheaper way to add another 8 IPC ship to Japan's capacity is to expand Manchuria by 2 chips (Printed value of 3 x scenario multiplier of 2 = 6 +1 +1 for 2 expansions = 8).

Note that the OPTIMUM EXPANSION for an IC (the level that will allow a player to build that extra unit he wants) is often less than the MAXIMUM expansion possible.

CAPTURED INDUSTRIAL COMPLEXES

A captured IC has an industrial capacity equal to the printed value of the territory, that is, the printed value is NEVER increased by any scenario multiplier for a captured territory.


AXIS & ALLIES ENHANCED REALISM RULES
Entire contents 1998 by R.D. Baker.

Introduction & Overview.
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.


Email: rdbaker43@yahoo.com