File Name: axis and allies war at sea rules .zip
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This is an expansion kit of optional rules. No additional pieces are needed. If you choose to use rules 10 Major Cities and 20 Economic Investment, you will need paper, pencil and pennies.
Axis & Allies: War at Sea House Rules
The intent is to provide a more tactical feel to the game by creating more options and decision points for the players when conducting fleet operations. House rules are based on the following standard rules: 2.
The standard rules for War at Sea from the starter Advanced rule: ASW Threat p44 is entirely replaced Advanced rule: Small Ship Evasion p44 is entirely replaced Advanced rule: Strafing p45 is used unchanged Advanced rule: Darkness p45 is used with changes Advanced rule: Weather p46 is expanded, but published rules are unchanged Advanced rule: Long Distance Battles p48 is entirely replaced. Game Board: B. Hexes: 1.
The game is played on a hex grid rather than the square brickwork grid provided One sector is one hex. Those terms will be used interchangeably. Facing: 2. All ships and submarines must always face one hex side. Aircraft do not have facing. Maneuvering: 3. Firing Arcs: 4. Ships have firing arcs based on facing. Forward, Aft, Port, and Starboard. Hexes which fall partly into two arcs are considered to be the side arc Forward or Aft Arcs 60 in front or behind the ship : Main gun attack dice are prorated based on the number of main gun turrets obscured.
Use the miniature to determine this 0. Note that, per the standard rules, torpedo attacks can not be reduced to 0 dice by modifiers Port or Starboard Arcs to the left or right of the ship : Submarines may not fire torpedoes at targets in these arcs Firing arcs do not apply to ships in the same hex.
The attacker may treat the target as if it were in the arc of his choice and with the aspect he prefers. David Bostwick 1. Movement: C. Alternating Movement: 1. Ships are moved individually by size class, in alternating player order, with one player moving a ship followed by the other player moving a ship of the same size until all ships of that size are moved Stacking limits are only enforced at the end of the Sea Movement Phase Should a hex become overstacked by some means usually a movement error , roll for collisions exactly as if the hex were terrain which caused a collision risk.
Surviving ships remain overstacked until their next movement opportunity, when they must separate You may never intentionally overstack a hex Size class movement priority: All auxiliaries are moved, Then all battleships, Then all cruisers and carriers, Then all submarines there no need to alternate if they are submerged , Then all destroyers, Then all torpedo boats. Disengagement: 2. Collisions: 3. All collisions are involuntary, you may not ram.
Exception: SA Ram. Multiple units regardless of owner in the same hex may be at risk of a collision as indicated by the Terrain Effects Table Whenever 2 or more units end their movement in a collision risk hex, each unit rolls for collision. Any units which roll the same total take damage from the Collision Damage Table The collision roll for surface ships is 3d Submerged submarines do not make collision rolls The collision roll for aircraft is 4d Aircraft cannot collide with ships.
Exception: SA Suicide Attack. If multiple units roll the same total, they all take damage from all other units with that total. Cargo Transfer: 4. Two units, in the same sector, which did not move this turn or the previous turn, can transfer a small amount of cargo or personnel This will only be to satisfy some scenario objective and has no effect on combat Only surface units including surfaced submarines can transfer cargo.
Terrain: D. Full Hex Terrain Features: 1. Terrain features fill the entire hex regardless of the silhouette. Clouds: 2. The following SAs have no effect if the source or target is in a cloud hex: Anti-Ship Missile, Pinpointer, Shadowing Clouds give Concealment from any attack using a Bomb stat Aircraft in clouds risk collision. Storms: 4.
Surface ships are limited to 1 hex of movement if they started in, or enter a Storm hex. They can use their second movement to enter a storm from outside Carriers may not launch or recover aircraft in a Storm hex Aircraft may not be rearmed in a Storm Aircraft may not move into or through a Storm.
If they are overtaken by a moving storm they must move out by the shortest route and become aborted. They may not be placed in a storm due to an abort Sonar Search may not be used in or into a Storm. Shallows: 5. Torpedoes: E. Torpedo Run Time: 1. The Submarine Attack Phase is eliminated; instead, targets of all naval torpedoes are designated before naval gun fire, but resolved afterwards.
This means that a destroyed ship which launched torpedoes may still destroy its target. This rule represents the torpedoes being fired earlier and continuing to run to their target after the launching unit is attacked. Torpedo Trails: 2. The hex side from which torpedoes enter the target hex is known to the targeted player When torpedoes are launched in the Naval Attack phase, place markers on the board at the appropriate hex side of the hex containing the target ship.
The target player is informed of the number of torpedoes, the hex side they entered from and which specific ship was targeted A hidden submarine immediately becomes detected if it launches torpedoes while in the same hex as an enemy surface ship. It may be attacked in the same phase by ASW platforms. A Submarine may not be attacked be attacked with torpedoes in the same phase that its own torpedo launch exposes it Air launched torpedoes are resolved immediately; so, while they do leave trails, it is irrelevant to game play.
Anti-Shipping Torpedoes Only: 3. Torpedoes of this era are unguided, fixed depth, anti-shipping torpedoes. They are designed to explode on contact or with a magnetic detonator intended to explode the torpedo as it passes under the hull of a surface ship.
This makes submarine vs submarine combat unproductive while submerged, and the Submerged Shot SA is modified accordingly. David Bostwick 3. Early US Torpedoes: 4. Many early US torpedoes failed to explode after hitting their targets. That is represented here by an additional die roll when using early US torpedoes Scenarios set in July or earlier or with an unspecified date use this rule After determining the number of torpedo hits, roll 1d6 for each.
Submarines: F. Detected Submarines: 1. When a submarine loses its hidden status, it becomes detected. Detected submarines are placed on the board. Hidden Submarines: 2. Submarines are moved on an off-board map and only placed on the board when they are detected. Their facing must always be recorded Submarines can only be attacked when they are detected Submarines can attack while hidden, but must still obey the firing arc restrictions.
Deployment: 3. Submarines are deployed before surface units are placed on the map. Then scattered d3 hexes in a random direction. If this results in an illegal location, stop in the last legal sector. Depth: 4. A submarine has 3 depth states and moves through them in this sequence: Surfaced to Periscope Depth to Deep Dive and then back A submarines depth must always be recorded in the movement phase It can change one depth state in either direction once per movement phase.
It must be recorded each turn Surfaced: A Surfaced submarine is immediately detected; it is placed on the board and must be announced to all players A Surfaced submarine counts as a surface unit and not a submarine for stacking limits A Surfaced submarine counts as a destroyer for collisions A Surfaced submarine has the following advantages and restrictions: It may move at speed 2.
It has Concealment due to its low profile. It may make Gun or AA attacks. It can be attacked as a surface ship with guns, bombs, or torpedoes. It can not be attacked with depth charges Periscope Depth: The normal state assumed by the standard rules Submerged submarines may not make Gun or AA attacks All submarines begin the game in this state unless otherwise stated by the scenario rules Deep Dive: A submarine must be uncrippled to Dive Deep.
It is not announced unless the submarine is subsequently detected, then it must be announced A Deep Diving submarine has the following advantages and restrictions: It may not attack. Attacking destroyers receive half their normal ASW dice, rounded up.
The search range of detecting units is reduced by 1. The submarine player must take this into account when reporting detections to his opponent. The submarine may not spot for aircraft search attempts. David Bostwick 4. Anti-Submarine Warfare: G.
Submarine Suppression: 1. A detected submarine may not attack if there is a local destroyer with an ASW attack stat or if it was attacked by an aircraft this turn. An undetected submarine may always attack if it has a legitimate target and is not Diving Deep.
Sonar Search: 2. Any destroyer, which is moving slowly enough, may conduct a sonar search Sonar Search Table after its movement is completed Note that movement due to SA Sub Hunter occurs after Sonar Search and so does not affect the detection range After each searching unit moves, it may automatically detect all submarines in range.
The searching player informs the submarine player of the sector from which the search originates and the speed of the searching unit. A successful Sonar Search reveals all information about a submarine, including type, Nationality, owner, depth, facing and current damage After set up, before the first turn, all destroyers automatically detect all submarines at range 0 or1 hexes.
The Big Guns: H. Small Ship Evasion: 1. Air Operations: 1. Aircraft may not take off for any reason on their rearming turn s Aircraft must rearm after any sortie, even if they did not expend all of their fuel or ordnance Aircraft may remain at their base indefinitely. Land Bases: 2.
How Axis & Allies Works
The intent is to provide a more tactical feel to the game by creating more options and decision points for the players when conducting fleet operations. House rules are based on the following standard rules: 2. The standard rules for War at Sea from the starter Advanced rule: ASW Threat p44 is entirely replaced Advanced rule: Small Ship Evasion p44 is entirely replaced Advanced rule: Strafing p45 is used unchanged Advanced rule: Darkness p45 is used with changes Advanced rule: Weather p46 is expanded, but published rules are unchanged Advanced rule: Long Distance Battles p48 is entirely replaced. Game Board: B. Hexes: 1. The game is played on a hex grid rather than the square brickwork grid provided One sector is one hex. Those terms will be used interchangeably.
Despite its historical setting, the game was designed for a balanced competition between sides, and therefore was not intended to be. Set in the years after Japan and the United States entered into the war, the game. The Allies need to decide which Axis power to take out first. Japan is more vulnerable in those scenarios, because of the separation between the Japan, the Asian. Axis and Allies Miniatures Countdown: Adv. Check here frequently. All links open in a new window.
Since the players control the nations involved, the war can change in unexpected ways and play out a variety of scenarios. What if Japan captured Pearl Harbor and went on to attack the west coast of the U. What if Britain had fallen under Germany's assault? What if Russia invaded Japan? The game was originally designed by Larry Harris in the s under the name " Since then, the game has been revised and re-released several times along with several variant versions -- all while changing ownership several times as well. It is currently published under the Avalon Hill imprint of game company Wizards of the Coast, which is owned by Hasbro.
Early Access Game
While we hold as much stock as possible, on occasion this product may need to be cast especially for you by our expert staff. If your order includes this item, it may take a few more days before we ship it. Victory at Sea is the game of naval combat during the Second World War.
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War at Sea uses fairly simple rules. The players can get quickly familiarized with the Quick Start Guide and then continue with the Advanced Rules. The advanced rules have been periodically updated, beginning in July , with the Clarifications Document. The update introduces new concepts such as ASW harassment and strafing penalties not present in the original rules. Since at least one unit of the Task Force expansion set directly refers to these new rules, they are implicitly considered as part of the core ruleset, despite only having been published online to date. There are some companies and blog sites that offer other ideas for Battles, advanced rules and tactics as well.
Вот. Если АНБ в состоянии вывести пять риолитовых спутников на геостационарную орбиту над Ближним Востоком, то, мне кажется, легко предположить, что у нас достаточно средств, чтобы подкупить несколько испанских полицейских. - Его доводы звучали волне убедительно. Сьюзан перевела дыхание. Энсей Танкадо умер. Вина ляжет на АНБ.
Нельзя, чтобы Хейл что-то заподозрил. ГЛАВА 43 В свои сорок пять Чед Бринкерхофф отличался тем, что носил тщательно отутюженные костюмы, был всегда аккуратно причесан и прекрасно информирован. На легком летнем костюме, как и на загорелой коже, не было ни морщинки. Его густые волосы имели натуральный песочный оттенок, а глаза отливали яркой голубизной, которая только усиливалась слегка тонированными контактными линзами.
Его нижняя губа на мгновение оттопырилась, но заговорил он не. Слова, сорвавшиеся с его языка, были определенно произнесены на английском, но настолько искажены сильным немецким акцентом, что их смысл не сразу дошел до Беккера. - Проваливай и умри. Дэвид даже вздрогнул от неожиданности.