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AXIS & ALLIES ENHANCED REALISM RULES


Entire contents © 1998, 1999 by R.D. Baker. Site created: 7-25-98. This section created 2-4-99. Latest update: NONE.
Our Axis & Allies Gamers Group is always looking for more players for face-to-face games in the Washington, D.C. area. Email me if you're interested. Email: rdbaker43@yahoo.com



ADVANCED WEAPONS DEVELOPMENT

This section takes the luck of the dice out of weapons development. Players now simply pay 5 IPC for each type of weapons technology they desire. However, the cost of building and using these special weapons is increased from the standard 2nd Edition rules. All advanced technology units (except artillery using rocket technology) must be ‘‘flagged’’ to set them apart from ‘‘regular’’ units. Use extra control markers or another mutually agreeable method to mark these units. The 2nd Edition ‘‘Industrial Technology’’ rule has been adapted to apply only to infantry and armor, and creates ‘‘heavy’’ infantry and tank units at a slightly higher cost (rather than reducing the cost of ‘‘regular’’ infantry and armor).

NOTE: There are NO rules here for long range aircraft, since we believe aircraft already have an excessive flight range in the standard 2nd Edition rules, and we have taken steps to reduce the flight range of aircraft throughout the Enhanced Realism rules.



ROCKET TECHNOLOGY

After purchasing Rocket technology (5 IPC), a player may use his artillery units to launch rocket attacks against enemy Industrial Complexes. Artillery may move in combat movement prior to launching rockets, but when used for a rocket attack artillery may not be used in other attacks during the owning player’s turn, nor may artillery move in noncombat movement after it has fired. Rockets have a range of only TWO (not three as in the 2nd Edition rules). Multiple artillery units may launch rocket attacks in the same turn (unlike the 2nd edition rule which limits players to one rocket attack per turn). However, at the beginning of the turn, when purchasing new units, players must buy the rockets they intend to use in that turn. Rockets cost ONE IPC EACH. Rockets score hits on rolls of 1, 2, or 3, inflicting that amount of damage on the enemy's production. (As with Industrial Bombing, use spare dice to record the effects of rocket attacks on a factory). Rocket die rolls of 4, 5 or 6 have NO EFFECT. Rockets may not be saved for later turns; they must be expended in the turn they are purchased or else they are lost.


ADVANCED SUBMARINE TECHNOLOGY

After purchasing advanced submarine technology (5 IPC), a player may build advanced subs at a cost 10 IPC each; they hit on die rolls of 3 or less. In all other respects they are like the ‘‘regular’’ submarines used throughout the Enhanced Realism Rules.


JET FIGHTER TECHNOLOGY

After purchasing jet fighter technology (5 IPC), a player may build jet fighters at a cost of 15 IPC each. Jet fighters defend on rolls of 5 or less. In all other respects they are like the ‘‘regular’’ fighters used throughout the Enhanced Realism Rules.


HEAVY BOMBER TECHNOLOGY

After purchasing heavy bomber technology (5 IPC), a player may build heavy bombers at a cost of 18 IPC each. Heavy bombers hit on rolls of 5 or less on the attack. In all other respects they are like the ‘‘regular’’ bombers used throughout the Enhanced Realism Rules.


INDUSTRIAL TECHNOLOGY: HEAVY INFANTRY & HEAVY TANKS

After purchasing industrial technology (5 IPC), a player may build heavy infantry and heavy tanks. These heavy land units have greater firepower and staying power than ‘‘regular’’ land units. In combat, whenever a heavy land unit takes a hit, it is not destroyed outright but reduced to ‘‘regular’’ strength. Simply remove the ‘‘flag’’ from the heavy unit to indicate its reduction in strength. If a heavy unit is part of a stack of similar heavy units, players can simply remove a chip from the stack and place a regular unit on the board, or shuffle the chip from a ‘‘heavy’’ to a ‘‘regular’’ stack of similar units. Once a unit is reduced from ‘‘heavy’’ to ‘‘regular’’ strength, if it takes another hit, it is removed, just like any other ‘‘regular’’ unit.

HEAVY INFANTRY cost 5 IPC each. They attack on rolls of 2 or less and defend on rolls of 3 or less. One hit from enemy fire reduces a heavy infantry unit to a regular infantry unit. When using the Combat Loss rules from Section III, defending heavy infantry units may choose their targets from ANY available enemy land units (not just enemy infantry) on die rolls of 1. Heavy infantry may not be moved by Air Transport or take part in Airborne Assaults. They may be loaded onto naval transports and used in amphibious assaults just like regular infantry, and in all other respects heavy infantry are like the ‘‘regular’’ infantry used throughout the Enhanced Realism Rules.

HEAVY TANKS cost 7 IPC each. They attack on rolls of 4 or less and defend on rolls of 3 or less. One hit from enemy fire reduces a heavy tank unit to a regular armor unit. They may be loaded onto naval transports and used in amphibious assaults just like regular armor units, and in all other respects they are like the ‘‘regular’’ armor units used throughout the Enhanced Realism Rules.

CONVERTING & REBUILDING HEAVY LAND UNITS: Players may ‘‘rebuild’’ heavy infantry and tank units that have been reduced in combat to ‘‘regular’’ strength, and they may also ‘‘convert’‘ any ‘‘regular’’ infantry or armor unit into ‘‘heavy’’ units. There is no real difference between rebuilding and converting units; in both cases, a ‘‘regular’’ infantry or armor unit that begins the turn in the same territory as a factory may be ‘‘upgraded’’ to ‘‘heavy’’ status. The cost is 2 IPC per unit. Remove the unit from the board (to make sure you don't accidentally move it during your turn), pay the 2 IPC per unit cost, and during the placement of new units, put it back at the factory where it started the turn, ‘‘flagged’’ with its new ‘‘heavy’’ status.



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.


Email: rdbaker43@yahoo.com