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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 in this section:
None.


SECTION IX. REVISED ACTION SEQUENCE

This outline assumes that all of the Axis & Allies Enhanced Realism Rules are in use. Players can skip any part of this outline that pertains to rules sections they are not using.


I. CALCULATE INCOME

Count up your originally-owned territory value and multiply by your Scenario Multiplier.
Add the printed value of enemy territory controlled by you.
Roll for IPC bonus (See Section VIII rules)
Subtract for any economic warfare results inflicted since your last turn. (Economic bombing results and German submarine warfare).


II. EXPEND INCOME

Use your IPCs to create new units.
The number and type of units that may be built at any given Industrial Complex depends upon the Scenario Multiplier.
(For captured Industrial Complexes, always use the printed territory value).


III. COMBAT MOVEMENT & RESOLUTION

A. AIR COMBAT

Move aircraft to attack enemy units or bomb factories.
Flight Range: Bombers: 1-3. Fighters: 1-2. Carrier-based Fighters: 1.
"One-sea zone rule" in effect during air combat movement.
Enemy aircraft may engage you in one round of air interception combat as your aircraft attempt to leave enemy airspace.
Air Combat Resolution.
Air combat is limited to one round of combat.
Return all aircraft to friendly bases/carriers.


B. NAVY COMBAT

Move ships 1 or 2 sea zones to attack enemy ships.
Aircraft that have not already moved may participate.
Flight Range: Bombers: 1-3. Fighters: 1-2. Carrier-based Fighters: 1.
"One-sea zone rule" in effect for aircraft during navy combat movement.
Loaded transports and other naval units may also move 1 or 2 sea zones to position themselves for amphibious assaults (which may take place during Navy Combat or Army Combat).
Enemy aircraft and enemy ships may engage you in one round or naval interception as your ships attempt to leave a sea zone containing enemy ships or which is adjacent to any territory or island containing enemy aircraft. Your own fighters based in adjacent territory or islands may defend your ships from naval interception.

Navy Combat Amphibious Assault Procedure

Transports may unload troops into amphibious assaults.
Aircraft may move TWO in support of Navy Combat Amphibious Assault (including bombers carrying airborne assault troops). The "One-sea zone rule" is in effect for these aircraft.
Navy Combat Resolution
Return all aircraft to friendly bases/carriers.


C. ARMY COMBAT

Move infantry, tanks, artillery and aircraft to attack adjacent enemy territory. (Airborne assault troops have a flight range of TWO).

Army Combat Amphibious Assault Procedure

Transports may unload troops into amphibious assaults.
Non-amphibious army and air units may coordinate attacks with Army Combat Amphibious Assault troops.
Army Combat Resolution
Return all aircraft to friendly bases/carriers.


D. SECOND ARMORED COMBAT

Tanks that moved in Army Combat may move ONE and attack.
Tanks that did not move in Army Combat may move TWO and attack.
Second Armored Combat Resolution.


IV. NONCOMBAT MOVEMENT

All units that have not yet moved may now do so.
Bombers may move up to 6 spaces
Air Transports may move up to 4 spaces.
Fighters may move up to 4 spaces.
Ships may move 1 or 2 sea zones.
Transports may "bridge" army units.
Tanks that have not moved may move 1 or 2.
Tanks that moved only ONE in combat may move ONE in noncombat.
Infantry and artillery that have not moved may move ONE.


V. PLACE NEW UNITS

Do not exceed Industrial Complex limitations.


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.


Email: rdbaker43@yahoo.com