|
|
|
|
|
Board DescriptionQuick start guide: Unlimited units per territory No reinforcement Placement only on territories with factory icons Units in sea zones can move 2 sea zones or 1 and unload Base Attack at 60% and Defense at 75% Air bases have artillery attack with range of 3 Factories can be purchased in select countries after start of game for 15 bonus No cards Description: Spring 1942, the Axis powers have amassed forces and begun their campaign to conquer the world. Germany and Japan must attack agressively to turn their advantage in starting forces to an increase in bonus by taking territories and evening production capability with the Allies. The Allies must fight defensively at first to prevent being overrun while they work to put more units in the field to match their opponent's strength. A key will be to immediately support Russia on the European mainland - this is crucial. Things to watch out for: Placement - Similar to real warfare, fighting units originate from one or two territories and must move towards their objectives with purpose and plan. The general must think ahead multiple moves to make sure his units are in place when and where he needs them and develop supply lines to the hot spots. Units can only be placed on territores with factory icons and there are no limits to the number of units in each territory. Tip: Capture your opponent's factory and use it to produce your own troops to shorten your supply line. Sea Zones - The units placed in sea zones represent the capital ships, supporting ships, and transports of an armada. For this board though, it is best to think of the units in sea zones as troop transports to best understand the movement of these forces. Also, because of their size relative to vast ocean zones, they can move through allied controlled zones and pass undetected through enemy occupied zones. Rember this when defending your land territories or supporting your allies. Attacking from sea territories reduce attack by 10% to account for the difficulyt and cost of amphibious assaults. Establish convoys to bypass the front lines and supply troops to hot spots or areas of opportunity. Air group zone - Place units in these zones to convert them from infantry to aircraft with enhanced movenment capability and better resistance to return fire. The air group zone enables missions from the air base for bombing runs or ground support with any remaining aircraft returing to base. Units from this zone can attack other territories but cannot take or occupy them. Once converted, these units cannot leave an air group zone but can be transferred to other air group zones. Tip: Support Russia by transferring air units from US and UK to Karelia. Also, control Midway air base to bomb your opponent's mainland. Attack 35% Defense 15% (anti-aircraft fire) Movement of 6 zones (out and back for attacks or one way for transfers) *Exception: Air bases in capital territories can not attack other capitals. For example, the Luftwaffe can not attack Russia or UK and the RAF can not attack Germany.
Attack and Defense - Each turn is considered to be a period of about a month, so each game attack represents a battle fought over this time period. (Historical examples would be the Battle of the Bulge, Battle for Stalingrad, Battle for Iwo Jima, and the Battle for El Alamein.) Because of this, it is assumed the defender has had time to select their ground and construct reinforments and therefore has the advantage. Attack is 60% and Defense is 75% which is a ratio of about 1.25. So, in general, an attacker will need 1.25 times the number of forces to keep pace with the defender. Building a factory - The UK can chose to build a factory in South Africa or Australia by paying the 15 bonus construction cost. The cost is paid by attacking the neutral territory from the UK territory. The attack and defense are both at 100%, so attacking with 16 units will give you control of the territory with 1 unit remaining on the factory. Placement is enabled on this factory territory. Because of logistical issues and other problems involved with foreign holdings, the factory territories have a limit of 8 units. These factories can be captured and used by your enemy. Anyone holding the territory surrounding the factory can attack at 100% with 0% defense, in effect taking over the factory and re-tooling it for their own purposes. Neutral territories - These territories are indicated by a black circle with white text and have a bonus of -1. Cards - No cards are used for this board. Luck will be in the battlefield dice only. Borders - Fortify only borders can not be seen in the Player "Board" tab. To see all borders visit the Board Explorer at http://www.wargear.net/boards/view/AA+World+Board/Board%20Explorer Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
|