The following rules work together, though with a little modifications you could separate them. Some of the following is based on the original Nova edition rules, though with a lot of modifications for this edition of the game. Admittedly, the atomic bomb rules contain several points of contention... said rule is more of a 'science fiction/alternative history' rules option, it's not really meant to be similar to the historical use of the A-bomb in WWII (though I have seen it's use with a result similar to history). The rules concerning Neutrals are actually to add flavor, but still obeying the fact that said nations still wished for the pretense of staying out of the war. Note that these rules are not used in conjunction with fighter interceptors, and mostly with NO's.
I've broken the tech charts down further, though they're still designed to be used with the charts provided with AAA50th (SOme of the tech. break down is based on the rules developed by Leo Zappa - nice one, Oh and George Wolcott, who had the clever idea to enhance the Elite Infantry a little more!):
Army Doctrine (Chart 1):
(3-4) Adv. Artillery
(5-6) Mech. Infantry
Infrastructure (Chart 1):
(1-2) Increased Factory Prod.
(5-6) War Bonds
Combat Aviation (Chart 2)
(1-2) Jet Fighters
(3-4) Long-Range Aircraft
(5-6) Heavy Bombers
Naval Technology (Chart 2)
(1-2) Super Submarines
(3-4) Improved Shipyards
Elite Infantry: are represented by five infantry with an Axis/Allie symbol under each. Whenever a special ability of an Elite Infantry is used, the symbol is revealed.
- Targeted Attack During a successful attack with Elite Infantry unit(s), the attacker may assign a primary objective, a ‘targeted attack.’ The defender must take a casualty from a defending group of the attacker's choice (units of the same defense strength). This ‘targeted attack’ can only be done 1 time by each Elite Infantry unit per battle. A defending Elite Infantry unit may negate this attack, but must be chosen as the causality in order to negate. When negating a targeted attack, a defending Elite Infantry unit(s) may not also ‘Force Causality.’
- Force Causality If an Elite Infantry unit is chosen as causality, the defender may ‘force causality’ from the attacking group. The forced causality must be taken from the attacking group that caused the casualty (units of the same attack strength), this is done immediately during the attacking player’s rolls. After Elite Infantry unit forces causality, they are immediately removed from battle.
- Sabotage If a nation has any development from the Army Doctrine, their Elite Infantry may damage ICs (1d6), with a range of 2 territories, (incl. sea zones and/or from transports if the nation has a Naval Technology). If a defender has any Infrastructure development, they may roll a 1 to prevent and eliminate the saboteur, 1 or 2 if they also have any Elite Infantry unit(s) in the same territory as the targeted Industrial Complex. Sabotage may only be done once per turn per complex, and can be conducted from an influenced (with a nation’s marker) neutral government and (normally) impassable terrain.
- Deployment At the start of the game each nation receives one Elite Infantry unit at their capital in place of a normal infantry unit. In movement, production, cost, attacking, and defending, the elite units are as infantry. Once an Elite Infantry is chosen as a causality it is removed from the game. Elite Infantry can move through neutral territory and impassable terrain, incurring no Partisan reaction or monetary penalty. As with other units, Elite infantry my not conduct normal combat movements from a neutral or impassable territory (but may sabotage if the neutral is influenced).
Neutral Territories: If Axis or Allied non-elite units enter a neutral territory, they must pay a penalty or not be allowed entrance: A nation pays the neutral (bank) 3 IPCs and must remain there as their final move, it is not an attack move. They then place a national marker to show influence. Elite infantry units remove opposing national markers and cannot place them. A nation does not have to pay the penalty for entering a neutral if they have a marker present. Any time there are Axis or Allied units in a neutral territory, the
-“Partisan Attack” is allowed by opponents. During any nation’s conduct combat turn, that nation may pay 1 IPC to incite/influence neutral forces to attack a nation’s non-elite units in each neutral territory. The attack is as per a cycle of antiaircraft, applied to each unit. A Partisan attack is raised to 2 if a nation behind the attack has any Infrastructure developments. Units may not attack from or into a neutral territory. If an Elite Infantry unit enters a neutral territory hosting enemy units, the non-elite units are treated as having 0 combat values (disarmed/unmanned), and removed as per transports.
-If Elite Infantry of an Axis and Allied power is ever in the same neutral territory, “Covert Operations” ensues as per normal combat, if all defending Elite infantry are destroyed, any other units of the same powers are destroyed (Attack/defense=0). Covert Operations combat rolls cannot be supported by artillery or bombardment.
-“Espionage/Tech.” May influence covert combat in a neutrally governed territory, for every Research Development a nation has, their Elite Infantry receives a +1 to their combat roll.
-“The Dardanelles” are the straits linking the Black Sea and the Mediterranean. Passage through the straits (into or out of sea zone 16) by any sea units except submarines must endure: 1 antiaircraft (shore guns) attack per ship. If a nation has a marker in the neutral territory of Turkey the shore guns attack is negated.
-“Sahara & Himalaya” do not have neutral governments, but are impassable to all but Elite Infantry and aircraft (though planes cannot land in the Himalaya).
****NUKES**** (you'll note that some form of markers might be necessary)
The Atomic Bomb: If a nation has at least 1 development in each of the 4 charts above, they may then dedicate researchers to nuclear fission as if rolling for an additional development. If the nation succeeds they receive a radiation marker for their capital, and have the technological development, Atomic Bomb. The bomb is purchased as a unit but must be built in the capital territory. An A-bomb’s ownership may change like an AA unit. 1 A-bomb costs 20 IPC. A nation is limited to 1 A-bomb in play at any time unless it is a stolen bomb.
- A nation has 4 methods of attack with an Atomic Bomb: 1. Delivered by Sabotage via Elite Infantry (Infrastructure & Elite Infantry defence applicable). 2. If a nation has the Heavy Bombers development, they may drop the Atomic Bomb as a strategic bombing raid (only 1 bomber delivers the Atomic Bomb, normal AA Gun rules apply), or it may target a sea zone. 3. If a nation has the Rockets Development they may launch the A-bomb as per a rocket attack with a launcher (AA Gun). 4. Super Submarines may launch the bomb at any coastal territory that the atomic submarine borders, or at an adjacent sea zone. It may not launch an A-Bomb at a territory if an enemy destroyer is in the same zone, nor at an adjacent sea zone if a destroyer is in that zone.
* If an attempt to use an Atomic Bomb through method 1 (Sabotage) is prevented, the defender then owns the bomb and places it in what had been the targeted territory. If method 2 (Heavy Bombers) is prevented, the defender rolls a d6, a result of 1 or 2 means the bomb survived and can be used, and likewise changes ownership to the nation that was targeted, placed in the territory that was targeted. A nation that captures an A-bomb does not receive the Atomic Bomb technological development, but they may still use the captured A-Bomb as if they did.
- The Atomic Bomb unit has 3 methods of movement: 1. Moves as per an AA Gun. 2. They can be carried by a Heavy Bomber unit, loaded/unloaded as if a transport. 3. They can move with a Super Submarine, loaded/unloaded as if on a transport, normal submarine rules apply.
- Atomic Blast: Any sea zone or territory (except neutrals) may be targeted for an Atomic Bomb attack. A successful blast on a territory removes all AA Guns and Industrial Complexes, as if they were casualties. The nation that dropped the bomb is allowed an attack roll at the strength of 4 against each unit in the territory. This reflects that not all units in the territory will be in the radius of the A-Bomb, as opposed to when divisions of units are attempting to take over the whole territory. Each bomb can only be used once. For each blast that territory’s income value is halved (rounding up if necessary) for the remainder of the game and a mushroom cloud is placed. If an A-Bomb is detonated in a sea zone, all units are subject to an attack at the strength of 3 (territories within sea zones are considered separate targets). Any units successfully attacked by an Atomic Bomb are removed immediately. The nation that used the A-Bomb may enter the blast site territory during non-combat if unoccupied.
- Last edited Wed Feb 17, 2010 11:33 pm (Total Number of Edits: 4)
- Posted Mon Feb 15, 2010 1:09 pm
Some of these have been modified - after more play testing, the special forces rules are a bit much. For a better summary I've added a one sheet graphic with my group's best compiled rules for AAA50th in the attachment area below here...