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Board DescriptionAxis & Allies - Technology Advancement 2v2 Version 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. The folllowing factory locations offer placement: Britain - United Kingdom Germany - West and East Germany Russia - Russia Italy - Northern Italy 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) Locations with anti-aircraft guns defend at and additional 5% rate. 7) Sea-to-Land operations now land at only 40% 8) 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 Factory Placement 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. Scenarios: 1) Factories - Tech Trees, random role 2) Factories - Tech Trees, pick role - reinforcements are placeable only on factories, air bases, the tech flask and some techs. 3) no Factories, random role 4) no Factories, pick role 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. 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 - allows with +10% 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 and Germany specific tech; allows an artillery attack of up to 40 units on opposing nation's capitals. 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. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionAxis & Allies - Technology Advancement Factory Placement 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 4) no Factories, pick role 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 - allows with +10% 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 and Germany 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. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionAxis & Allies - Technology Advancement Normal Placement 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 4) no Factories, pick role - placement enabled on any owned territory 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 - allows with +10% 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 and Germany 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. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionAxis & Allies - Technology Advancement Normal Placement 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 to any owned territory 4) no Factories, pick role 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 - allows with +10% 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 and Germany 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. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionAxis & Allies - Technology Advancement Factory Placement - Limited Orders 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 4) no Factories, pick role 5) 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. 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 - allows with +10% 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 and Germany 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. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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