Axis & Allies Minis Campaign
3/5/11
LAND
BATTLE RULES:
BATTLES
must be fought in the order given.
Each scenario or “BATTLE”
will list a front, a year, and the number of maps used. Each side will be identified as an
ATTACKER or a DEFENDER. The ATTACKER
chooses and places the map(s) but, after extra terrain and objectives are
added, the DEFENDER chooses which side of the map to deploy on. The DEFENDER deploys first. Each BATTLE lasts at least 7 turns. On each turn after that, the side that
wins initiative may declare the BATTLE
immediately over. There will be
three objectives for each scenario.
You score one point for each objective held at the end of the BATTLE. Therefore you can score anywhere from 0
to 3 points for each BATTLE.
MAP
SET-UP: The ATTACKER chooses the
map(s). Small maps count as
½ a map. Then roll 2d6 and
place that many extra terrain hexes on the maps, alternating placement with the
ATTACKER placing first. Two-hex
tiles count as one placement but are limited to one per side. Terrain tiles cannot be placed on roads
or on other previously-placed tiles.
You cannot place the same type of terrain tile twice in a row. Objectives are then placed: First one by the DEFENDER, second one by
the ATTACKER, and last one by the DEFENDER. The DEFENDER then chooses a side and
deploys. Use the following criteria
for deployment and placing objectives:
ONE map – deploy THREE hexes from the edge and objectives must be
THREE hexes apart (two intervening hexes); TWO maps – deploy FOUR hexes
from the edge and objectives must be FOUR hexes apart; THREE maps –
deploy FIVE hexes from the edge and objectives must be FIVE hexes apart. Also, at least two objectives must be
placed on the center map. FOUR maps
– deploy FOUR hexes from the edge and objectives must be placed SIX hexes
apart. INVASION map –
DEFENDER deploys FIVE hexes from the edge and ATTACKER deploys on the edge (in
the sea hex row). Objectives must
be placed FOUR hexes apart and at least two must be placed on the invasion map.
ARMY
CONSTRUCTION RULES: Each BATTLE will list a year
and a point limit for each side.
You may only use units from the listed year or earlier. Note that some units have had their
years modified for this campaign (see separate listing). If a number is listed after a country,
then at least that many points of your force must be from that country. FORMATIONS will not be used
unless both sides agree. Note that
some units have had their point values changed in the revised version, and
other units are changed for this campaign.
See the separate summary sheet of these changes. Ignore the “Single
Nationality” rule and the 15-unit per 100 pts rules. The AMMO DUMP unit is banned. Only the
DEFENDER may use obstacles. The
following SPECIAL UNITS restrictions apply: Snipers are limited to ONE; Paratroopers
and Partisans are limited to TWO.
Increase these limits by one for each full 100 pts of that nationality
purchased. Heroes are limited to
one per nationality regardless of the size of the battle. Note that some BATTLES will override
these restrictions.
SPECIAL
INVASION BATTLE
RULES: The length of INVASION
BATTLES is a minimum of 9 turns.
Use the “D-DAY” map plus two other small-hex maps for
INVASION BATTLES. The ATTACKER must
invade from the beaches using LSTs/Amtracks. Higgins Boats may carry three soldier
units, not just two. Surviving
Higgins Boats may be removed from the map at the end of the casualty phase and
re-used in the following turn even if disrupted or damaged (these effects are
removed). The ATTACKER can also
land ONE vehicle each turn (it is placed on any beach hex in the movement phase
– this takes its entire move); The DEFENDER sets up within FIVE hexes of
the landward side.
SPECIAL
PACIFIC FRONT RULES: US Marines may
only be used in PACIFIC BATTLES. No
Allied units greater than 25 pts. may be used in
PACIFIC land battles.
LAND
RULES CHANGES: We will use the A&A Expanded Rules except that we will not use
Enfilade Fire, Grazing Fire or Overwatch. Note that in the Expanded Rules, Defensive
fire can cause damage or destruction. The “Shrapnel 2”
ability of mortars only applies to natural “6’s”. “Covering Fire” applies only
to defensive fire attacks. Spotters
may spot from as far away as 6 hexes (not 4). Aircraft cannot spot. Aircraft cannot attack units in cover
with the superior camouflage ability.
Aircraft evasion: Aircraft
succeed on an “evasion” (cover) roll of 4+ against all attacks. Apply a -1 if hit by an enemy
“Ace” aircraft. Note
also that per the Expanded Rules ground units not in “front” of an
aircraft fire at +1 range. Finally,
all units succeed on a cover roll of “6” even against attacks that
ignore cover. The “Gliderborne” ability also allows the unit to paradrop with a friendly paratrooper unit.
NAVAL
BATTLE RULES
Use
the STANDARD, CONVOY, and MAJOR ENGAGEMENT rules except that the length of
STANDARD battles is 6 turns and that
of MAJOR ENGAGEMENT battles is 8
turns with the winner of each subsequent initiative roll determining the end of
the battle. Starting with the 7th
and 9th turns respectively, ships may elect to exit the map (and
therefore escape destruction).
CONVOY scenarios remain 15 turns
long. In STANDARD battles each
objective is worth 50 pts. In MAJOR
ENGAGEMENT battles the value and placement of objectives will be stated for
each battle. In CONVOY battles each
merchant ship is worth 25 points if sunk, or 25 points to the escorting player
if exited off the map, or 0 points if still on the map. In all naval battles players score
points for enemy ships/aircraft destroyed plus a bonus of 15 points for each
enemy CV or BB sunk. Players score
1 campaign point for each full 100 victory points scored in each battle. We will use the advanced rules for ASW
Threat, Small Ship Evasion and Strafing.
We will use Darkness and/or weather only if indicated by the Battle instructions.
IMPORTANT
CHANGE: Increase the armor, vital
armor, and hull values of all ships by one. Increase the armor and vital armor of
all aircraft by one.
NAVAL
MAP SET UP: Standard and Convoy battles
use one map. Randomly determine the
map based on the maps provided on pp. 9-10 in the rule book, except that on a
5-6 use a plain map with no terrain/shoals. Major engagement scenarios will use the
Long-Distance Battle map and rules.
FLEET
CONSTRUCTION RULES: Each BATTLE will list a year
and point limit for each participating country. You may only use units from the listed
year or earlier. If a number is
listed after a nationality, then at least that many points of your force must be
from that nationality. Class
limitations do apply, however Historical Fleet Restrictions is a moot point as
nationalities are determined by each Battle. United
Kingdom includes units from the UK, Australia,
Canada and New Zealand. Finally, for each CV or BB you purchase,
you must buy at least one DD from that country. Subs are limited to no more than two
except for CONVOY BATTLES.
CAMPAIGN
VICTORY: Keep a running total of
points scored on each front (separately).
The fronts are EAST, WEST, MED and PACIFIC. The side that wins the most fronts wins
the Campaign. For this purpose the
PACIFIC front counts as two fronts.
If you win a front by a margin of 3-1 or greater, then count that front
as two wins (or three if it is the Pacific).
BATTLES
#1 WEST FRONT POLAND 1939 (2 maps). AXIS (attacker) 85 pts. Germany,
Slovakia. ALLIES (defender) 70
pts. Poland.
#2. EAST
FRONT FINNISH WAR 1939 (2 maps – add 6 snow drift tiles). ALLIES (attacker) 85
pts Russia. AXIS (defender) 70
pts. Finland.
#A
WEST FRONT NAVAL 1940 Standard. AXIS 125 pts. Germany (must
include Bismarck)
ALLIES 140 pts.
France/United Kingdom (must include Hood).
#3 WEST FRONT FRANCE 1940 (3 maps). AXIS (attacker) 210 pts. Germany. ALLIES (defender) 180
pts. France (130), Belgium (15)
United Kingdom.
#4 MED FRONT GREECE 1941 (2 maps) AXIS 100 pts Germany, Italy (75). ALLIES (defender) 85 pts. Greece (60) United Kingdom.
#5 EAST FRONT BARBAROSSA 1941 (3 maps). AXIS
(attacker) 275 pts Germany, Romania (40)
ALLIES (defender) 250 pts. Russia
(at least 25 pts. must be cavalry).
#B MED FRONT NAVAL 1941 Standard. AXIS 150 pts. Germany
(air only), Italy.
ALLIES 170 pts. United Kingdom.
#6
MED FRONT 1941 (2 desert maps long-wise – add 6 sand tiles). AXIS (attacker) 140
pts. Germany, Italy
(75). ALLIES
(defender) 125 pts. South Africa
(30), United Kingdom. Winner of BATTLE #B may add 15 pts.
#7 PACIFIC FRONT 1941 (2 maps). AXIS (attacker) 150 pts. Japan. ALLIES (defender) 125
pts. United Kingdom, Australia
(25) 125 pts.
#C PACIFIC NAVAL 1941 Standard. AXIS
Japan 110 pts. ALLIES 100 pts. Australia (25), Netherlands
(20), United Kingdom, United States. No CVs or BBs
and no more than one air unit.
#8
EAST FRONT 1942 (3 maps – add 6 snow terrain tiles). AXIS (attacker) 325
pts. Germany, Hungary (25), Italy
(15), Romania
(35). ALLIES
(defender) 310 pts. Soviet Union.
#D PACIFIC FRONT NAVAL 1942 Major Engagement –
Midway. Use the LONG DISTANCE BATTLE map (no
islands except midway) and rules.
AXIS Japan 300 pts plus 2x Kinai Maru, 1x Shoho, 1xZeke, 1x Myoko, and 2x Yukikaze (this
force may be deployed on the Axis starting map 8 or more squares from Midway
and must stay together/adjacent throughout the game). ALLIES United States 275 pts plus Midway
island placed on the Allied map within three squares
of the middle. Midway has 1x
Brewster Buffalo,
1x SBD Dauntless (cannot be bonused by a CV), 1x B17,
and 1x PBY Catalina based there (see custom cards but change the Midway card to
a Vital Armor of 16). If Midway is
destroyed roll a D6 for each plane based there – on a “1” it
is destroyed; on any other result simply remove it from the game (no point
value for the Axis). Both sides
must purchase at least 2 CVs. Subs
set up in any square of their respective side’s map. All other ships start on the edge of
their map. There are no objectives,
however the AXIS scores 50 pts if Midway is destroyed, and another 25 pts for
each Maru that reaches Midway. The ALLIES score 50 pts if Midway is NOT
destroyed and an extra 30 pts for each Japanese CV sunk (instead of the normal
15). Special Rule: Midway repairs one point of damage at
the end of each turn unless destroyed.
Torpedoes cannot be used on Midway.
No land-based air other than Midway is allowed.
#9 PACIFIC FRONT 1942 (2 jungle maps). Determine
attacker/defender randomly – attacker adds 20 pts. AXIS 175 pts. Japan. ALLIES 175 pts. United States (at least 30 pts.
must be marine units).
#10
MED FRONT 1942 (2 desert maps long-wise – add 6 desert terrain
tiles). Determine attacker/defender
randomly – attacker adds 20 pts.
AXIS 225 pts. Germany,
Italy
(60). ALLIES 225
pts. Australia, South Africa, United
Kingdom (100), United States (50) (must include 5x
Untested Recruit).
#E
EAST FRONT NAVAL 1943 Convoy. AXIS (interceptor) 125 pts. Germany (no more than 2 land-based aircraft). ALLIES 140 pts.
United
Kingdom (no
land-based air) (plus 5x Jeremiah O’Brien).
#11
EAST FRONT 1943 (4 maps). Determine
attacker/defender randomly.
Attacker adds 25 pts and winner of BATTLE
#E adds another 15 pts). AXIS 325 pts. Germany,
Hungary (15), Romania
(30). ALLIES 325
pts. Soviet Union (12 pts must be
partisans).
#F MED FRONT NAVAL 1943 Standard. AXIS Germany
(air only), Italy
150 pts. ALLIES
United Kingdom, United States
175 pts.
#12 MED FRONT 1943 (Allied Invasion). AXIS (defender) 200 pts. Germany,
Italy
(100). ALLIES 225 pts. Australia,
South Africa, United Kingdom (85), United States (85). Winner of BATTLE #F adds 10 pts.
#G
PACIFIC FRONT NAVAL 1943 Standard – use Battle Map #6. AXIS 125 pts. Japan
125. ALLIES 135
pts. United States. The first four turns are considered to
be in Darkness/night.
#13 PACIFIC FRONT 1943 (2 jungle maps). AXIS (defender) 175 pts. Japan. ALLIES (attacker) 195
pts. United States (at least 50 pts.
must be Marine units). Winner of BATTLE #G adds 15
pts. Japan may deploy up to three
snipers.
#14 PACIFIC FRONT CHINA 1944 (2 maps). AXIS (attacker) 110 pts. Japan. ALLIES (defender) 80
pts. Chinese Nationalists plus one US P-40 Tomahawk.
#H WEST FRONT NAVAL 1944 Convoy. AXIS (interceptor) 135 pts. (must
include 5x U 510). ALLIES (escort)
150 pts. United Kingdom,
United States (plus 5 x Jeremiah O’Brien).
#15 WEST FRONT D-DAY 1944 (Allied Invasion). AXIS (defender) 250 pts. Germany (at least 10 pts Fortress Defenders and 15 pts of obstacles).
ALLIES (attacker) 280 pts. Canada
(40), Free French, French Partisans (12), United
Kingdom (80), United States (80). ALLIES may deploy up to 8
paratroopers. Winner of BATTLE #H adds 15
pts. Special Rule: AXIS skips their first movement phase
& Air phase.
#16
EAST FRONT 1944 (4 maps). AXIS (defender) 300 pts. Germany,
Hungary
(30). ALLIES (attacker) 325 pts. Soviet Union.
#17 MED FRONT 1944 (2 maps). AXIS (defender) 175 pts. Germany. ALLIES
(attacker) 195 pts. South Africa,
United Kingdom, United States.
#18 PACIFIC FRONT 1944 (Allied Invasion). AXIS (defender) 170 pts. Japan. ALLIES 185 pts. United States
(50 pts. must be Marines). ALLIES
add one BB Tennessee that can use its gunnery as bombardment (half strength vs.
vehicles as if one hex off the coast (double its
range). This bombardment can use a FO but does NOT ignore cover.
#I PACIFIC FRONT NAVAL 1944 Major Engagement. Use the
LONG DISTANCE BATTLE map (with islands) and rules. AXIS Japan 350 pts. ALLIES
United Kingdom, United States
375 pts. Objectives are
worth 50 pts each and three are placed on the middle map.
#19 WEST FRONT BULGE 1944 (3 maps). AXIS (attacker) Germany
325 pts. (at least 125 pts. must be SS units). ALLIES (defender) 175 pts. plus 60
points per turn on turns 3, 4 and 5.
These reinforcements can arrive on the North, South or West sides of the
map (but not on the map the AXIS deploys on). No air operations on first three
turns, but ALLIES get two free aircraft.
This BATTLE
lasts at least 8 turns.
#20
EAST FRONT GOTTERDAMMERUNG 1945 (4 maps – must use a map with a large
urban area and add 6 ruined city tiles to it, and at least one objective must
be placed in this city). AXIS (defender) 325 pts. Germany (at least 10 pts. must be Volkssturm Infantrymen and 12 pts. Werewolf
Partisans). ALLIES (attacker) 350 pts. Soviet Union. This BATTLE lasts at least 8 turns.
FR Free French Inf: Change year from 1940 to 1944
FR Lebel 86M93 Grenadier: Lower cost from 3 to 2
GE BMW R75: Lower cost from 5 to 4
GE Jagdpanther*: Lower cost from 57 to 39
GE King Tiger*: Lower cost from 71 to 62
GE Light Mortar: Lower cost from 4 to 3
GE Messershmitt Me 262: Change year from 1943 to 1944
GE Nashorn: Lower cost from 45 to 40
GE Nebelwerfer 42: Change year from 1939 to 1942
GE PAK 38 Antitank Gun: Lower cost from 10 to 6
GE PAK 40 Antitank Gun: Lower cost from 14 to 12
GE Panzer II Ausf C: Lower cost from 9 to 7
GE Panzer IV Ausf G: Lower cost from 30 to 25 Add sideskirts ability
GE Panzer IV Ausf H Commdr: Lower cost from 45 to 40
GE Panzergrenadier: Lower cost from 5 to 4
GE Panzerjager Bren 731(e): Lower cost from 15 to 12
GE Sd Kfz 2 Motorcycle HT: Lower cost from 7 to 3
GE Sd Kfz 222: Lower cost from 8 to 6
GE Sd Kfz 250: Lower cost from 8 to 5
GE Sd Kfz 251*: Lower cost from 14 to 6
GE SGrW 34 81mm Mortar: Lower cost from 11 to 10
GE SS Panzergrenadier: Up cost from 5 to 7
GE Tiger I*: Lower cost from 63 to 56
GE Wehrmacht Oberleutnant: Lower cost from 13 to 10
GE Disciplined Spotter: Lower cost from 9 to 5
IT 47/32 Antitank Gun: Lower cost from 7 to 6
IT Brixia M35 45mm Mortar: Lower cost from 4 to 3
IT L3/35: Lower cost from 9 to 6
JA 47mm Type 1 Antitank Gn: Lower cost from 7 to 6
JA 70mm Type 92: Lower cost from 10 to 9
JA Asad Hind Fauj Inf: 3 ea or 3 for 8 points.
JA Imperial Sergeant: Lower cost from 9 to 7
JA Jungle Spotter: Lower cost from 6 to 5
JA Type 2 Ka-Mi Amph Tank: Lower cost from 9 to 7
JA Type 89 Mortar: Lower cost from 9 to 8
JA Type 89B Chi-Ro: Lower cost from 9 to 8
JA Type 97 Te-Ke Tankette: Lower cost from 7 to 5
RU 82mm PM-37 Mortar: Lower cost from 11 to 10
RU IL-10 Sturmovik: Change date from 1945 to 1943
RU IS-2 Model 1944*: Lower cost from 68 to 61
RU Red Army Forward Obs: Lower cost from 8 to 5
RU SU-85*: Keep cost at 26 (not 22)
RU T-34/76 Commander: Lower cost from 38 to 32
RU ZIS-2 57mm Mod 1943*: Lower cost from 8 to 7
UK Concealed Forward Obs: Lower cost from 9 to 5
UK Six-Pounder Antitank Gun: Lower cost from 9 to 6
UK Two-Pounder AntitankGun: Lower cost from 6 to 5
UK Universal Carrier: Lower cost from 10 to 6
US 3" Gun: Lower cost from 12 to 11
US FO Jeep: Lower cost from 11 to 5
US Jeep: Lower cost from 4 to 3
US M1 81mm Mortar: Lower cost from 12 to 11
US M3 Halftrack: Lower cost from 9 to 6
US M5 Halftrack*: Lower cost from 14 to 7; year is 43
US M20 Recoilless Rifle: Lower cost from 10 to 8
US M24 Chaffee: Lower cost from 22 to 20
US M26 Pershing*: Lower cost from 65 to 60
US Rangers*: Up cost from 5 to 7
*Denotes official WOC changes.
Note: For our campaign ignore the date changes to Canadians (1944 to 1941), the changes to
engineers, and the change to the German sand-bagged machine-gun.