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Entire contents © 1998, 1999 by R.D. Baker. Site created: 7-25-98. This section created 2-4-99. Latest update: NONE.
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INDUSTRIAL RESOURCES

Instead of simply totaling one's territory value to determine the amount of Industrial Production Certificates (IPC) available, a player places tokens representing Industrial Resources on all territories he controls at the BEGINNING of his turn. These Industrial Resource Tokens (IRTs) must be moved to an Industrial Complex before they can be used to produce new units. Along the way, IRTs may be destroyed, bombed, captured or simply delayed by enemy action. They may also be saved from turn to turn, or given to friendly nations.

Placing Initial Industrial Resource Tokens

At the beginning of the game, place IRTs as listed below. Multiply these unmodified IRT numbers by the country's scenario modifier (if any).
USA: Eastern USA-5; Western USA-5.
GERMANY: Berlin-11; Southern Europe-2; Eastern Europe-3.
USSR: Moscow-6; Evenki-2; Yakut-2.
JAPAN: Tokyo-4; Manchuria-3; Kwangtung-3; East Indies-2; Borneo-1; New Guines-1.
UK/COMMONWEALTH: Eastern Canada-1; India-5; Australia-1; Egypt-2; South Africa-2.


Placing New Industrial Resource Tokens

At the beginning of each player's turn, that player may place 1 IRT on a territory for each point of territory value (multiplied by any scenario modifiers). For example, when using the Intermediate Historical Scenario, the USSR, with a multiplier of 3, places 9 IRTs in Karelia, 9 in Caucasus, 24 in Russia, and so on for every territory controlled by the Russian player. Japan, with an Intermediate Historical Scenario modifier of 2, places 16 IRTs in Tokyo, 6 in Manchuria, 6 in Kwangtung, 6 in Burma, 2 in Okinawa, and so on.

Neutrals and Captured Territory

Neutral nations generate 1 IRT per turn once their neutrality is violated. Neutrals and captured enemy territory are NEVER modified by scenario modifiers when placing IRTs.

Moving Industrial Resource Tokens

During noncombat movement, IRTs may be moved to any adjacent territory, the same as any other land unit with a movement of 1.

Transporting Industrial Resource Tokens

During noncombat movement, IRTs may be loaded onto transports and moved by sea. A single transport may carry up to 6 IRTs. IRTs may be LOADED onto transports during noncombat movement only. Transports that are ALREADY loaded with IRTs may move in the combat movement phase, and if they survive combat, may UNLOAD in noncombat movement. A transport may ‘‘bridge’’ two loads of IRTs in a single non-combat move, or one load of IRTs and one load of combat units; but IRTs and combat units (Infantry, Artillery, Armor) may NOT be carried by the same transport at the same time.

Example: The UK could move a transport from India to the Red Sea, then pick up IRTs from Persia, Syria, Egpyt, and East Africa (which all border the Red Sea), move back to India and unload.

Example: Germany could use the transport in the Central Mediterranean to ‘‘bridge’’ IRTs from Libya to Southern Europe with one move, and ‘‘bridge’’ combat units from Southern Europe to Libya with the transport's other move.


Extra Transport Placement

Since the USA, Japan, and UK all have large overseas sources of IRTs, they receive extra transports at the start of the game to help them move these resources to factories. USA: 1 Transport in West Indies. JAPAN: 1 Transport in Japan. UK: 3 Transports: one each in New Zealand, South Africa-Angola (Atlantic side), and French West Africa.

Giving Industrial Resources to a Friendly Nation

Players may give IRTs to friendly nations by moving them (or unloading them from a transport) into a freindly nation's territory. Transports may load, transport and unload IRTs of any friendly nation.

Building IRT Relay Chains

Since IRTs have no ‘‘nationality,’’ it is possible, particularly for the Allies, to build ‘‘IRT Relay Chains’’ to move IRTs more rapidly than would be the case for any land combat unit. For example, a USA transport could pick up IRTs in South Africa and unload them in French West Africa; the USSR could load these same IRTs on a transport and unload them in England; then the UK could load these same IRTs and transport them to Karelia. Or try this one: The USSR could load a transport with IRTs from the Eastern US and unload them in England; then in the next UK turn these same IRTs could be loaded and transported to Karelia. Another example: The UK player could move IRTs by land from India to Sinkiang; then in the next US player turn, these same IRTs could move from Sinkiang to Novosibirsk; then in the next USSR turn these same IRTs could be moved from Novosibirsk to Moscow. Designer's Note: This is meant to simplify the application of IRT movement rules. Without this rule, it would be necessary to ‘‘flag’’ IRTs with markers and allow them to move only in the turn of the ‘‘flag owner.’’ Players may use this ‘‘flag option’’ if they wish, and ignore the IRT Relay Chain option.

Retreat, Capture, and Bombing of IRTs.

Retreat: When a player retreats from a land combat, any IRTs present in the territory MUST be left behind. Capture: When a territory is captured, any IRTs in that territory are also captured. These captured IRTs MAY be moved in the noncombat movement phase of the capturing player. Destruction by Owner: During his turn, a player may destroy IRTs in a territory by rolling one die and removing that number of IRTs from the territory. Players may also make destruction attempts in ANY combat round when defending a territory from enemy attack by rolling one die and removing that number of IRTs from the territory. Strategic Bombing: Economic bombing attacks are directed against IRTs, rather than industrial complexes. Any territroy containing one or more IRTs may be the target of economic bombing. For example, a strategic bombing roll of 3 would cause the loss of 3 IRTs from the bombed territory. Bomber attacks still have NO EFFECT on rolls of 5 or 6, and Heavy Bombers have NO EFFECT on rolls of 6.

Halting Industrial Resource Placement

On any turn, a player may choose NOT to place IRTs in one or more of his territories, at his option.

Expending Industrial Resource Tokens

Any IRTs present in the same territory as an industrial complex may be expended to build new units. New units must be placed at the industrial complex where the IRTs used to build them were expended. Unexpended IRTs may be saved for future use.

Production Limits

All rules limiting production of the number of units or types of units at an Industrial Complex still apply when using the Industrial Resource rules.

Small Change

Use pennies to represent Industrial Resource Tokens. For larger accumulations of IRTs, use nickels, dimes and quarters.


MORE AXIS & ALLIES ENHANCED REALISM RULES

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.
Advanced Weapons Development.
Industrial Resource Tokens
Real-time Production Rules [Under Construction]
Historical Naval Deployment [Under Construction]
Historical Army & Air Deployment [Under Construction]
Experimental Rules Set [Under Construction]
Frequently Asked Questions Answered [Open and frequently updated].
Designer's Comments [Under Construction]
Bibliography [Under Construction]