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Board DescriptionAxis & Allies - Technology Advancement 1v1 Version US vs USSR wikilinks page: http://www.wargear.net/wiki/doku.php?id=boards:axis_v_allies_tech:axis_v_allies_tech&#how_the_board_works This is the 1v1 version of the A&A Tech map - United States vs USSR. The US starts out with more units and locations due to the central proximity of bonuses and factory locations to the USSR. Basics: 1) Capital Cities - if a nation loses it's capital city, the conquering power wins the game. Capitals are Eastern US and Russia. 2) Unit placement can only occur on the capital, bomber command locations, the tech flask and some tech-enabled spots once the techs have been aquired. 3) Strategic bombing - bomber command locations have a radius of artillery attack at hightened attack% and are also hard to shoot down. These locations offer unit placement directly up to their max of 5. 4) Locations with factory images have unlimited max units. Other locations have a max units = (value * 5) + 10. 5) Maximum # of orders is 35 - prioritize wisely 6) Fortified units are eligible to attack in the same turn 7) Techs (see below) Technologies 1) Nationalism - adds a factory bonus of 3 to the capital 2) Industrial Tech - adds a factory bonus of 1 to the capital for each factory-controlled location. 3) Factories - adds a bonus of 2 units to each controlled factory location. 4) Super Supply - Allows fortification of up to 16 units to one or more factory-controlled locations. 5) Satellite - view-only borders. For the US, the view extends from both outer edges of the board to the fringes of the mainland continents, also extending from the south to the tips of North Africa. For the USSR, the view extends to just beyond the borders of mainland Europe and Asia and in the south, thru the Mediteranean Sea into North Africa. This might be a good tech to get early to see where the enemy is threatening your possessions from. 6) A-bomb - allows a 90%/90% offensive/defensive attack vs any enemy controlled factory (including their capital) with up to 30 units. 7) Espionage - allows viewing of your opponents tech advancements. Also, allows a small artillery attack on enemy and neutral factories (max units 2 on this location) which land at 100% rate, defense rate against them is at 30%. Espionage can also attack and take an opponent's tech (IT, Nationalism,Factories, Satellite) as it has an attack-only border to those techs. 8) Sabotage - allows you to sabotage your opponent's offensive techs (flask, A-bomb,Super Supply, Factories) with up to 10 units with attack rate of 90%. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
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Board DescriptionAxis & Allies - Technology Advancement 2v2 Version Wikilinks page: http://www.wargear.net/wiki/doku.php?id=boards:axis_v_allies_tech:axis_v_allies_tech&#how_the_board_works This is the 2v2 version of the A&A Tech map - Germany & Italy vs Russia & the United Kingdom. Basics: 1) Capital Cities - if a nation loses it's capital city, the conquered power is eliminated. 2) Unit placement can only occur on a location with a factory (see below) and technology locations. 4) All locations have unlimited max units. 5) Locations with factories "act as factories", placing the number of units equal to the continent bonus of the territory into the territory at the start of the turn. These locations also have yellow bonus circles. 6) Reinforced units can now attack in the same turn (this applies to the 2 fortifications). 7) Locations with anti-aircraft guns defend at and additional 5% rate. 8) Sea-to-Land operations now land at only 40% 9) Techs (see below) Technologies 1) Bombers - bombers attack at 60% to 25% ratio 2) Fighters - these can attack enemy bombers at 85% to 80% ratio 3) Supply - can pre-transfer to selective areas 4) Naval - can introduce naval units to selective areas; attack at 85% to 80% ratio Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionAxis & Allies - Technology Advancement Default - Normal Placement wikilinks Page: http://www.wargear.net/wiki/doku.php?id=boards:axis_v_allies_tech:axis_v_allies_tech&#how_the_board_works This map differs from Toaster's original game in the following ways. Inclusion of 6th 'power', Italy. Italy now goes first in turn order. Inclusion of neutrals into play. Taking a neutral incurs a penalty bonus as indicated on the map, but some neutrals may be worth the effort to take. Note - Turkey and SE Europe are now bordered. Extra firepower/protection for Capitols...they defend and attack with an additional +5% advantage (UK with +10% due to relative local air superiority and huge surface fleet). Capitols: Italy - Northern Italy USSR - Russia proper Germany - East Germany United Kingdom - England Japan - Japan proper US - Eastern US Small changes to troop allotments and to a few country unit caps (though no change to formula for how max units is calculated). Some countries have been split into 2 spots. Additional Changes: 1) Capital Cities - if a nation loses it's capitol city, the conquering power takes over 40% of it's holdings. In the very rare instance when a nation takes a capitol and loses one in the same turn, it will remain active. 2) Strategic bombing - Each capital (exception of US, which has bomber command located in W. China) has a limited (5 units max) bomber command which can attack as artillery to adjacent capitols. This attack is at 85% offensive dice and AA only hits at 35% rate. 3) Additional changes over the 'Capitol's version - strategic bombers can now bomb a range of targets, not just capitols. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii). 4)Gibraltar - now an air base, placement enabled. Scenarios: 1) Factories - Tech Trees, random role 2) Factories - Tech Trees, pick role 3) no Factories, random role - placement enabled on any owned territory 4) no Factories, pick role - placement enabled on any owned territory 5) Factories - limited orders 6) Tech 1v1 7) Tech 2v2 For Factories and Tech scenario The world powers can invest in the following technologies 1) Radar - Allows increased viewing capacity 2) Bomb Range - this is defunct and is incorporated into the Heavy Bombs tech. 3) Heavy Bombs - allows for longer range, deadlier strikes and an increase in firepower (8 units) 4) Nationalism - creates a factory of an additional 2 units placed on the capital at the start of each turn. 5) Reinforcement - allows reinforcement of ally's capitals 6) Super Subs - German-specific power - awith +10% attack advantage, allows up to 3 units to any Atlantic or Mediterranean sz with the additional ability of being to take ownership of those sea zones. 7) Industrial Tech - this adds a bonus reinforcement of 3 units to the nation to be placed anywhere where placement is enabled for the nation. 8) A-bomb - US specific tech; allows an artillery attack of up to 40 units on opposing nation's capitals. Note, UK can use the espionage tech to assist the US in developing the bomb, but it hits at a 50% rate and loses 100% of attacking units. 9) Espionage - allows an artillery attack of up to 5 units against an Italian/German techs. 10) Tenacity - this allows the Japanese to have limited unit strikes against their original islands. The 'midnight' express units have high hit/loss rates. 11) Recruitment - Factory bonus of +1 troops to each of original land territories that are owned. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionAxis & Allies - Technology Advancement Default - Normal Placement wikilinks Page: http://www.wargear.net/wiki/doku.php?id=boards:axis_v_allies_tech:axis_v_allies_tech&#how_the_board_works This map differs from Toaster's original game in the following ways. Inclusion of 6th 'power', Italy. Italy now goes first in turn order. Inclusion of neutrals into play. Taking a neutral incurs a penalty bonus as indicated on the map, but some neutrals may be worth the effort to take. Note - Turkey and SE Europe are now bordered. Extra firepower/protection for Capitols...they defend and attack with an additional +5% advantage (UK with +10% due to relative local air superiority and huge surface fleet). Capitols: Italy - Northern Italy USSR - Russia proper Germany - East Germany United Kingdom - England Japan - Japan proper US - Eastern US Small changes to troop allotments and to a few country unit caps (though no change to formula for how max units is calculated). Some countries have been split into 2 spots. Additional Changes: 1) Capital Cities - if a nation loses it's capitol city, the conquering power takes over 40% of it's holdings. In the very rare instance when a nation takes a capitol and loses one in the same turn, it will remain active. 2) Strategic bombing - Each capital (exception of US, which has bomber command located in W. China) has a limited (5 units max) bomber command which can attack as artillery to adjacent capitols. This attack is at 85% offensive dice and AA only hits at 35% rate. 3) Additional changes over the 'Capitol's version - strategic bombers can now bomb a range of targets, not just capitols. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii). 4)Gibraltar - now an air base, placement enabled. Scenarios: 1) Factories - Tech Trees, random role 2) Factories - Tech Trees, pick role 3) no Factories, random role - placement enabled on any owned territory 4) no Factories, pick role - placement enabled on any owned territory 5) Factories - limited orders 6) Tech 1v1 7) Tech 2v2 For Factories and Tech scenario The world powers can invest in the following technologies 1) Radar - Allows increased viewing capacity 2) Bomb Range - this is defunct and is incorporated into the Heavy Bombs tech. 3) Heavy Bombs - allows for longer range, deadlier strikes and an increase in firepower (8 units) 4) Nationalism - creates a factory of an additional 2 units placed on the capital at the start of each turn. 5) Reinforcement - allows reinforcement of ally's capitals 6) Super Subs - German-specific power - awith +10% attack advantage, allows up to 3 units to any Atlantic or Mediterranean sz with the additional ability of being to take ownership of those sea zones. 7) Industrial Tech - this adds a bonus reinforcement of 3 units to the nation to be placed anywhere where placement is enabled for the nation. 8) A-bomb - US specific tech; allows an artillery attack of up to 40 units on opposing nation's capitals. Note, UK can use the espionage tech to assist the US in developing the bomb, but it hits at a 50% rate and loses 100% of attacking units. 9) Espionage - allows an artillery attack of up to 5 units against an Italian/German techs. 10) Tenacity - this allows the Japanese to have limited unit strikes against their original islands. The 'midnight' express units have high hit/loss rates. 11) Recruitment - Factory bonus of +1 troops to each of original land territories that are owned. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionAxis & Allies - Technology Advancement Factory Placement wikilinks page: http://www.wargear.net/wiki/doku.php?id=boards:axis_v_allies_tech:axis_v_allies_tech&#how_the_board_works This map differs from Toaster's original game in the following ways. Inclusion of 6th 'power', Italy. Italy now goes first in turn order. Inclusion of neutrals into play. Taking a neutral incurs a penalty bonus as indicated on the map, but some neutrals may be worth the effort to take. Note - Turkey and SE Europe are now bordered. Extra firepower/protection for Capitols...they defend and attack with an additional +5% advantage (UK with +10% due to relative local air superiority and huge surface fleet). Capitols: Italy - Northern Italy USSR - Russia proper Germany - East Germany United Kingdom - England Japan - Japan proper US - Eastern US Small changes to troop allotments and to a few country unit caps (though no change to formula for how max units is calculated). Some countries have been split into 2 spots. Additional Changes: 1) Capital Cities - if a nation loses it's capitol city, the conquering power takes over 40% of it's holdings. In the very rare instance when a nation takes a capitol and loses one in the same turn, it will remain active. 2) Strategic bombing - Each capital (exception of US, which has bomber command located in W. China) has a limited (5 units max) bomber command which can attack as artillery to adjacent capitols. This attack is at 85% offensive dice and AA only hits at 35% rate. 3) Additional changes over the 'Capitol's version - strategic bombers can now bomb a range of targets, not just capitols. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii). 4)Gibraltar - now an air base, placement enabled. Scenarios: 1) Factories - Tech Trees, random role - reinforcements are placeable only on factories, air bases, the tech flask and some techs. 2) Factories - Tech Trees, pick role - rules same as (1). South Africa acts as both a factory bonus and continent bonus (+2 for each). 3) no Factories, random role - placement enabled on any owned territory 4) no Factories, pick role - placement enabled on any owned territory 5) Factories - limited orders 6) Tech 1v1 7) Tech 2v2 For Factories and Tech scenario The world powers can invest in the following technologies 1) Radar - Allows increased viewing capacity 2) Bomb Range - this is defunct and is incorporated into the Heavy Bombs tech. 3) Heavy Bombs - allows for longer range, deadlier strikes and an increase in firepower (8 units) 4) Nationalism - creates a factory of an additional 2 units placed on the capital at the start of each turn. 5) Reinforcement - allows reinforcement of ally's capitals 6) Super Subs - German-specific power - with +10% attack advantage, allows up to 3 units to any Atlantic or Mediterranean sz with the additional ability of being to take ownership of those sea zones. 7) Industrial Tech - this adds a bonus reinforcement of 3 units to the nation to be placed anywhere where placement is enabled for the nation. 8) A-bomb - US specific tech; allows an artillery attack of up to 40 units on opposing nation's capitals. Note, UK can use the espionage tech to assist the US in developing the bomb, but it hits at a 50% rate and loses 100% of attacking units. 9) Espionage - allows an artillery attack of up to 5 units against an Italian/German techs. 10) Tenacity - this allows the Japanese to have limited unit strikes against their original islands. The 'midnight' express units have high hit/loss rates. 11) Recruitment - Factory bonus of +1 troops to each of original land territories that are owned. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionAxis & Allies - Technology Advancement Factory Placement wikilinks page: http://www.wargear.net/wiki/doku.php?id=boards:axis_v_allies_tech:axis_v_allies_tech&#how_the_board_works This map differs from Toaster's original game in the following ways. Inclusion of 6th 'power', Italy. Italy now goes first in turn order. Inclusion of neutrals into play. Taking a neutral incurs a penalty bonus as indicated on the map, but some neutrals may be worth the effort to take. Note - Turkey and SE Europe are now bordered. Extra firepower/protection for Capitols...they defend and attack with an additional +5% advantage (UK with +10% due to relative local air superiority and huge surface fleet). Capitols: Italy - Northern Italy USSR - Russia proper Germany - East Germany United Kingdom - England Japan - Japan proper US - Eastern US Small changes to troop allotments and to a few country unit caps (though no change to formula for how max units is calculated). Some countries have been split into 2 spots. Additional Changes: 1) Capital Cities - if a nation loses it's capitol city, the conquering power takes over 40% of it's holdings. In the very rare instance when a nation takes a capitol and loses one in the same turn, it will remain active. 2) Strategic bombing - Each capital (exception of US, which has bomber command located in W. China) has a limited (5 units max) bomber command which can attack as artillery to adjacent capitols. This attack is at 85% offensive dice and AA only hits at 35% rate. 3) Additional changes over the 'Capitol's version - strategic bombers can now bomb a range of targets, not just capitols. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii). 4)Gibraltar - now an air base, placement enabled. Scenarios: 1) Factories - Tech Trees, random role - reinforcements are placeable only on factories, air bases, the tech flask and some techs. South Africa acts as both a factory bonus and continent bonus (+2 for each). 2) Factories - Tech Trees, pick role 3) no Factories, random role - placement enabled on any owned territory 4) no Factories, pick role - placement enabled on any owned territory 5) Factories - limited orders 6) Tech 1v1 7) Tech 2v2 For Factories and Tech scenario The world powers can invest in the following technologies 1) Radar - Allows increased viewing capacity 2) Bomb Range - this is defunct and is incorporated into the Heavy Bombs tech. 3) Heavy Bombs - allows for longer range, deadlier strikes and an increase in firepower (8 units) 4) Nationalism - creates a factory of an additional 2 units placed on the capital at the start of each turn. 5) Reinforcement - allows reinforcement of ally's capitals 6) Super Subs - German-specific power - with +10% attack advantage, allows up to 3 units to any Atlantic or Mediterranean sz with the additional ability of being to take ownership of those sea zones. 7) Industrial Tech - this adds a bonus reinforcement of 3 units to the nation to be placed anywhere where placement is enabled for the nation. 8) A-bomb - US specific tech; allows an artillery attack of up to 40 units on opposing nation's capitals. Note, UK can use the espionage tech to assist the US in developing the bomb, but it hits at a 50% rate and loses 100% of attacking units. 9) Espionage - allows an artillery attack of up to 5 units against an Italian/German techs. 10) Tenacity - this allows the Japanese to have limited unit strikes against their original islands. The 'midnight' express units have high hit/loss rates. 11) Recruitment - Factory bonus of +1 troops to each of original land territories that are owned. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionAxis & Allies - Technology Advancement Factory Placement - Limited Orders wikilinks page: http://www.wargear.net/wiki/doku.php?id=boards:axis_v_allies_tech:axis_v_allies_tech&#how_the_board_works This map differs from Toaster's original game in the following ways. Inclusion of 6th 'power', Italy. Italy now goes first in turn order. Inclusion of neutrals into play. Taking a neutral incurs a penalty bonus as indicated on the map, but some neutrals may be worth the effort to take. Note - Turkey and SE Europe are now bordered. Extra firepower/protection for Capitols...they defend and attack with an additional +5% advantage (UK with +10% due to relative local air superiority and huge surface fleet). Capitols: Italy - Northern Italy USSR - Russia proper Germany - East Germany United Kingdom - England Japan - Japan proper US - Eastern US Small changes to troop allotments and to a few country unit caps (though no change to formula for how max units is calculated). Some countries have been split into 2 spots. Additional Changes: 1) Capital Cities - if a nation loses it's capitol city, the conquering power takes over 40% of it's holdings. In the very rare instance when a nation takes a capitol and loses one in the same turn, it will remain active. 2) Strategic bombing - Each capital (exception of US, which has bomber command located in W. China) has a limited (5 units max) bomber command which can attack as artillery to adjacent capitols. This attack is at 85% offensive dice and AA only hits at 35% rate. 3) Additional changes over the 'Capitol's version - strategic bombers can now bomb a range of targets, not just capitols. Furthermore, the US and Japan have an added bombing capability in the Pacific (Japan at New Guinea and US at Hawaii). 4)Gibraltar - now an air base, placement enabled. Scenarios: 1) Factories - Tech Trees, random role - reinforcements are placeable only on factories, air bases, the tech flask and some techs. 2) Factories - Tech Trees, pick role 3) no Factories, random role - placement enabled on any owned territory 4) no Factories, pick role - placement enabled on any owned territory 5) Factories - Limited Orders -same as (1), but with attack orders limited to 20 per turn. Also, fatigue rate of 1% per each 2 turns. Placement enabled only on factories, air bases, the tech flask and some tech spots. Furthermore, pre-transfer fortifies are now limited to 2 fortifications and reinforced units are allowed to attack in the same turn. South Africa acts as both a factory bonus and continent bonus (+2 for each). 6) Tech 1v1 7) Tech 2v2 For Factories and Tech scenario The world powers can invest in the following technologies 1) Radar - Allows increased viewing capacity 2) Bomb Range - this is defunct and is incorporated into the Heavy Bombs tech. 3) Heavy Bombs - allows for longer range, deadlier strikes and an increase in firepower (8 units) 4) Nationalism - creates a factory of an additional 2 units placed on the capital at the start of each turn. 5) Reinforcement - allows reinforcement of ally's capitals 6) Super Subs - German-specific power - with +10% attack advantage, allows up to 3 units to any Atlantic or Mediterranean sz with the additional ability of being to take ownership of those sea zones. 7) Industrial Tech - this adds a bonus reinforcement of 3 units to the nation to be placed anywhere where placement is enabled for the nation. 8) A-bomb - US specific tech; allows an artillery attack of up to 40 units on opposing nation's capitals. Note, UK can use the espionage tech to assist the US in developing the bomb, but it hits at a 50% rate and loses 100% of attacking units. 9) Espionage - allows an artillery attack of up to 5 units against an Italian/German techs. 10) Tenacity - this allows the Japanese to have limited unit strikes against their original islands. The 'midnight' express units have high hit/loss rates. 11) Recruitment - Factory bonus of +1 troops to each of original land territories that are owned. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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