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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:

List of recent updates and rule changes in this section:
02-04-99: Revised TRANSPORT COSTS for INTERMEDIATE & FULL NAVAL REALISM; Transports formerly costing 4 IPC now cost 6 IPC.
02-04-99: Added two new AIRCRAFT CARRIER types to FULL NAVAL REALISM rules.
10-10-98: INTERMEDIATE NAVAL REALISM OPTION (Destroyers, Cruisers, & 2 Transport Options).
10-05-98: BASIC NAVAL REALISM OPTION (Destroyers & Light Cruisers).
10-05-98: FULL NAVAL REALISM OPTION (Seven different naval unit types).
08-25-98: AMPHIBIOUS ASSAULTS IN NAVY OR ARMY COMBAT (Different procedures and restrictions).
08-25-98: INTERCEPTING AMPHIBIOUS ASSAULTS (Special interception combat: unlimited rounds).



Navy Combat Movement is now a separate part of the combat process. Navy Combat occurs AFTER Air Combat and BEFORE Army Combat. During the Navy Combat Move, ships move 1 or 2 sea zones to attack enemy naval units and/or to position themselves for unloading troops into an amphibious assault. [Amphibious Assaults may take place during Navy Combat or during Army Combat. See details later in this section.] Aircraft that were not used in Air Combat may take part in Navy Combat. After combat, these aircraft must land before the start of the Army Combat move and they may not take part in Army Combat. [If keeping track of aircraft usage becomes confusing, flip used aircraft upside down to indicate their status. A player's aircraft should be flipped back to normal at the end of his noncombat move].


A naval unit is NOT required to end it's move when it enters an enemy-occupied sea zone. However, when your naval units attempt to LEAVE a sea zone occupied by enemy naval units, the enemy units may intercept your movement for one round of combat. The intercepting player is temporarily considered to be the attacker, the moving player is temporarily considered to be the defender for purposes of resolving this one round of combat. Naval movement may also be intercepted by enemy air units (fighters and bombers) based in adjacent land territories (see the Coastal & Island Aircraft Interception of Naval Movement rule in Section IV). A player whose naval movement is intercepted may use the Coastal & Island Defense of Naval Units rule from Section IV to defend his intercepted naval units.


Since enemy-occupied sea zones no longer block movement, it is no longer necessary to clear a sea zone of enemy units before launching an amphibious assault from it. However, your amphibious assault is subject to interception by enemy naval units in that sea zone, and by enemy aircraft in adjacent land or island territories. The intercepting player is temporarily considered to be the attacker, the amphibious assault player is temporarily considered to be the defender for purposes of resolving this interception combat. Such "invasion interceptions" are NOT limited to one round of combat, as is the case in all other interceptions. The intercepting player may continue to attack the invasion fleet for as many rounds as he wishes, until he or his enemy is totally destroyed, or until his opponent retreats or breaks-off contact. A retreat (or breaking-off contact) by the invading player ends his amphibious assault attempt for that turn. [Of course, players may still use the old approach and try to clear the sea zone of potential intercepting defenders before launching an amphibious assault, as in the 2nd Edition A&A rules].


Submarines are NOT subject to interception in NONCOMBAT MOVEMENT, unless they are moving with one or more surface ships. They may always be intercepted when leaving a sea zone during combat movement (except during retreats).

Destroyers and Light Cruisers

Destroyers and Light Cruisers are lacking in the 2nd Edition rules. Allowing unloaded transports to attack is a partial solution to this problem, but is insufficient to reflect Allied naval power. This rule assumes that "battleships" are actually a combination of battleships and heavy cruisers, "transports" are actually a mix of transports and destroyer escorts, and specially marked transports are a mix of destroyers and light cruisers. Use flags to indicate which transports are destroyers/light cruisers. These units attack and defend on rolls of 2 or less. They cost 12 IPC. They cannot support amphibious assaults, nor do they fire as artillery (as battleships do).

Destroyers, Cruisers, and 2 Transport Options

This rule provides for Destroyers (cost 8 IPC, attack & defend on 2 or less) Cruisers (cost 16 IPC, attack & defend at 3 or less) and the normal Battleships (cost 24 IPC, attack & defend at 4 or less). Use transports and battleships marked with flags to indicate which units are destroyers or cruisers. Cruisers can support amphibious assaults, and they also fire as artillery (like battleships do). Players may use either one (but not both) of these troop transport rules: (A) Transports cost 8 IPC, defend at 1 and attack (when unloaded) at 1; or (B) Transports cost 6 IPC and have no attack or defense firepower (but they may be taken as losses).

Separate Troop Transports, Destroyers, Light & Heavy Cruisers, Battleships, Three Sizes of Aircraft Carriers

Players who wish for an even greater level of naval realism may use separate units for Destroyers (cost 6 IPC, hit on 1), Light Cruisers (cost 12 IPC, hit on 2 or less), Heavy Crusiers (cost 18 IPC, hit on 3 or less), and Battleships (cost 24 IPC, hit on 4 or less). Only Heavy Cruisers and Battleships can assist in amphibious assaults and fire like artillery. Aircraft Carriers now come in THREE sizes: Escort Carriers cost 12 IPC, may carry only ONE fighter, and defend on a roll of ONE only; Regular Carriers cost 16 IPC, may carry TWO fighters, and defend on rolls of 2 or less; Large Carriers cost 20 IPC, may carry THREE fighters, and defend on rolls of 3 or less; ALL CARRIERS NOW HAVE ZERO ON THE ATTACK; only Regular and Large Carriers may choose their targets, and only on die rolls of ONE. All troop transports now cost 6 IPC and have no attack or defense firepower (but they may be taken as losses). Use one flag to mark a transport as a Destroyer and two flags to mark a transport as a Light Cruiser. Use one flag to mark a battleship as a Heavy Cruiser. Unmarked transports are troop transports and unmarked battleships are battleships. Regular and Large Carriers should be flagged with 1 or 2 flags, and unflagged Carriers are Escorts. [Alternatively, players may develop their own system of identifying the various naval units].


Unlike land combat, combat between opposing naval units is never required. Naval units from opposing sides may occupy the same sea zone without engaging in combat.


Transports are loaded differently for amphibious assaults than for regular transportation of troops from port to port. Transports may only carry ONE infantry into an amphibious assault, and it requires TWO transports to carry an artillery or armor unit into an amphibious assault.


Players may launch amphibious assaults during both Navy Combat and Army Combat (as long as the same troops are not used in more than one assault). Amphibious Assaults during Navy Combat may be supported by land-based fighters and bombers within a flight range of TWO of the territory being assaulted, but may NOT be coordinated with attacks from other non-amphibious troops. Battleships may assist in the FIRST round of an amphibious assault during Navy Combat. Carrier-based fighters supporting an amphibious assault during Navy Combat have their usual flight range of ONE. [Army Combat Amphibious Assault rules are below].


Now that players are using separate Air Combat and Navy Combat, let's take a look at Army Combat. Army Combat occurs AFTER Navy Combat and BEFORE the Second Armor Combat. All units involved in Army Combat (including aircraft) may only attack ADJACENT territory, that is, all Army Combat moves have a range of ONE. Amphibious Assaults that are made during the Army Combat move MAY be coordinated with attacks from other non-amphibious troops. Battleships and carrier-based fighters may take part in supporting an amphibious assault in Army Combat. All transports and other ships supporting an amphibious assault during Army Combat must already be in position, since a player may ONLY move his ships in the Navy Combat or Noncombat portions of his turn. After resolving all Army Combat and landing any aircraft that participated, players proceed to the Second Armor Move.


"Bridging" occurs when a transport picks up and drops off troops without leaving a sea zone. This rule allows transports to conduct TWO bridging operations in one noncombat move. Each noncombat "bridging" costs a transport one of it's two moves. A transport may also use one of it's moves to bridge and use it's other move to transport troops into an adjacent sea zone and unload them into friendly territory. (This "double bridging" rule does not apply for amphibious assaults; it is allowed during the noncombat move only).

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.
Advanced Weapons Development.
Section VIII: History & Politics.
Section IX: Revised Action Sequence.
Section X: Game Turn Time-line Analysis.
Frequently Asked Questions.