Axis & Allies Minis Campaign
last updated 4/22/08
LAND BATTLE RULES:
We will use the A&A Expanded Rules except that we will not use Enfilade Fire and Grazing Fire. Also, modify the Air rule so that aircraft receive damage like a vehicle, although they remain a soldier class target. The “Shrapnel 2” ability of mortars only applies to natural “6’s”. Note that in the Expanded Rules, Defensive fire can cause damage or destruction. 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 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) (use the large-hex maps). 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 two placements (skip your next placement). 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 point limit for each participating country. 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: Heroes and 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. 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. 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. For these scenarios the ATTACKER may proxy Higgins Boats if necessary. Also, 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).
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.
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. 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 pts. 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 and a bonus of 10 pts. for each enemy CV or BB sunk. Players score 1 campaign point for each full 100 victory points scored in each battle. Also, use these naval rules modifications: ASW harassment: Subs attacked by a DD/subchaser (but not aircraft or PT Boat) during ASW combat have their torpedo value reduced by one to a minimum of one for the following torpedo attack phase. Small Ship Evasion: DDs, Subchasers & PT boats are immune to gunnery attacks at range 4 or greater. Also, BB main battery attacks take a penalty of -2 when firing at them (they hit only on a 6 but it still counts as two hits). This is not cumulative with other penalties (a crippled BB still hits on a 6). Strafing: No ship can be sunk by strafing.
NAVAL MAP SET UP: Standard battles use one map and Major Engagements use two maps (end to end). Roll 1d10 for each map: on a 1-6 use the corresponding map listed in the rule book; on a 7-10 use a plain map with no islands or shoals. Randomly determine who sets up first.
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 country, then at least that many points of your force must be from that country. Note that some Japanese ships have had their point costs reduced for this campaign. See the separate listing. 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).swb
BATTLES
#1 WEST FRONT POLAND 1939 (1 map). AXIS (attacker) Germany 65 pts. ALLIES (defender) Poland 50 pts.
#A WEST FRONT NAVAL 1940 Standard. AXIS Germany 125 pts. (must include Bismarck) ALLIES France/United Kingdom 140 pts. (must include Hood).
#2 WEST FRONT FRANCE 1940 (2 maps). AXIS (attacker) Germany 135 pts. ALLIES (defender) France (80), United Kingdom 110 pts.
#3 EAST FRONT 1941 (3 maps). AXIS (attacker) Germany, Romania (20) 235 pts. ALLIES (defender) Soviet Union (at least 20 pts. must be cavalry) 200pts.
#B MED FRONT NAVAL 1941 Standard. AXIS Germany (air only), Italy 150 pts. ALLIES United Kingdom 170 pts.
#4 MED FRONT 1941 (2 desert maps long-wise – add 6 sand to terrain tile placement). AXIS (attacker) Germany, Italy (60) 130 pts. ALLIES (defender) Australia, United Kingdom 115 pts. Winner of BATTLE #B may add 10 pts.
#5 PACIFIC FRONT 1941 (2 maps). AXIS (attacker) Japan 150 pts. ALLIES (defender) United Kingdom, Australia (20) 125 pts.
#C PACIFIC NAVAL 1941 Standard. AXIS Japan 100 pts. ALLIES Australia (30), United Kingdom, United States 100 pts. No CVs or BBs and no more than one air unit.
#6 EAST FRONT 1942 (3 maps – add 6 snow terrain tiles). AXIS (attacker) Germany, Hungary (20), Italy (15), Romania (30) 300 pts. ALLIES (defender) Soviet Union 275 pts.
#D PACIFIC FRONT NAVAL 1942 Major Engagement – Midway. AXIS Japan 250 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). ALLIES United States 225 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 the 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 25 pts for each Japanese CV sunk. 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.
#7 PACIFIC FRONT 1942 (2 jungle maps). Determine attacker/defender randomly – attacker adds 20 pts. AXIS Japan 175 pts. ALLIES United States (at least 25 pts. must be marine units) 175 pts.
#8 MED FRONT 1942 (2 desert maps long-wise – add 6 desert terrain tiles). Determine attacker/defender randomly – attacker adds 20 pts. AXIS Germany, Italy (60) 200 pts. ALLIES Australia, United Kingdom (100), United States 215 pts.
#E EAST FRONT NAVAL 1943 Convoy. AXIS (interceptor) Germany 100 pts (no more than one Stuka and one Kondor). ALLIES United Kingdom (no land-based air) 125 pts (plus 5x Jeremiah O’Brien).
#9 EAST FRONT 1943 (4 maps). Determine attacker/defender randomly. Attacker adds 25 pts and winner of BATTLE #E adds another 15 pts). AXIS Germany, Hungary (15), Romania (30) 300 pts. ALLIES Soviet Union (12 pts must be partisans) 300 pts.
#F MED FRONT NAVAL 1943 Standard. AXIS Germany (air only), Italy 150 pts. ALLIES United Kingdom, United States 175 pts.
#10 MED FRONT 1943 (Invasion). AXIS Germany, Italy (75) 175 pts. ALLIES Australia, United Kingdom (75), United States (75) 215 pts. Winner of BATTLE #F adds 10 pts.
#G PACIFIC FRONT NAVAL 1943 Standard – use Battle Map #6. AXIS Japan 125 pts. ALLIES United States 135 pts. The first four turns are considered to be night (no air operations).
#11 PACIFIC FRONT 1943 (2 jungle maps). AXIS (defender) Japan 125 pts. ALLIES (attacker) United States (at least 50 pts. must be Marine units) 140 pts. Winner of BATTLE #G adds 10 pts. Japan may deploy up to two snipers.
#12 PACIFIC FRONT CHINA 1944 (2 maps). AXIS (attacker) Japan 115 pts. ALLIES (defender) Chinese Nationalists (70), United States 100 pts.
#H WEST FRONT NAVAL 1944 Convoy. AXIS (interceptor) 100 pts. (must include 5x U 510). ALLIES (escort) United Kingdom, United States, 120 pts. (plus 5 x Jeremiah O’Brien).
#13 WEST FRONT D-DAY 1944 (Invasion). AXIS (defender) Germany (at least 10 pts Fortress Defenders and 15 pts of obstacles) 225 pts. ALLIES (attacker) Canada (40), Free French, French Partisans (12), United Kingdom (80), United States 275 pts. ALLIES may deploy up to 8 paratroopers. Winner of BATTLE #H adds 15 pts. Special Rule: AXIS skips their first movement phase & Air phase.
#14 EAST FRONT 1944 (3 maps). AXIS (defender) Germany, Hungary (30) 280 pts. ALLIES (attacker) Soviet Union 300 pts.
#15 MED FRONT 1944 (2 maps). AXIS (defender) Germany 150 pts. ALLIES (attacker) United Kingdom, United States 170 pts.
#16 PACIFIC FRONT 1944 (Invasion). AXIS (defender) Japan 135 pts. ALLIES (attacker) United States (50 pts. must be Marines) 175 pts. 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. AXIS Japan 300 pts. ALLIES Australia, United Kingdom, United States 325 pts. Objectives are worth 50 pts each and three are placed on border hexes between the maps.
#17 WEST FRONT BULGE 1944 (3 maps). AXIS (attacker) Germany (at least 100 pts. must be SS units) 300 pts. ALLIES (defender) 150 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 eastern map – i.e. the map the AXIS deploys on). No air operations on first three turns, but ALLIES get one free aircraft.
#18 EAST FRONT GOTTERDAMMERUNG 1945 (4 maps – must use a map with a large urban area and add 5 ruined city tiles to it, and at least one objective must be placed in this city). AXIS (defender) Germany (at least 10 pts. must be Volkssturm Infantrymen 12 pts. Werewolf Partisans) 260 pts. ALLIES (attacker) Soviet Union 300 pts.
List of Revised Years and Costs:
Units marked with an asterisk (*) are official changes made in the 1939-45 set.
FR Free French Infantryman - change year from 1940 to 1944
FR Lebel 86M93 Grenadier - change cost from 3 to 2
GE Disciplined Spotter - change cost from 9 to 6
GE Jagdpanther* - use new cost of 39 instead of old cost 57
GE Junkers JU 87G Stuka - change year from 1943 to 1940
GE King Tiger* - use new cost 62 instead of old cost 71
GE Messershmitt Me 262 - change year from 1943 to 1944
GE Nebelwerfer 42 - change year from 1939 to 1942
GE Panzergrenadier - change cost from 5 o 4
GE Panzer IV Ausf G - change cost from 30 to 25 and add sideskirts special ability
GE Panzerjager Bren 731(e) - change cost from 15 to 12
GE Sd Kfz 2 Motorcycle H/t - change cost from 7 to 4
GE Sd Kfz 250 - change cost from 8 to 5
GE Sd Kfz 251* - use new cost 6 instead of old cost 14
GE SS Panzergrenadier - change cost from 5 to 7
GE Tiger I* - use new cost 56 instead of old cost 63
JA Asad Hind Fauj Inf - may purchase 3 for 8 pts.
JA CA Myoko - change cost from 24 to 20
JA CA Tone - change cost from 23 to 19
JA CL Jintsu - change cost from 19 to 14
JA DD Yukikaze - change cost from 12 to 9
RU IL-10 Sturmovik - change year from 1945 to 1943
RU IS-2 Model 1944* - use new cost of 61 instead of 68
RU Red Army Forward Observer - change cost from 8 to 6
RU SU-85* - use new cost of 22 instead of 26
UK Concealed Forward Observer - change cost from 9 to 6
UK Universal Carrier - change cost from 10 to 6
US M26 Pershing* - use new cost of 60 instead of 65
US M3 Halftrack - change cost from 9 to 6
US M5 Halftrack* - use new cost of 7 instead of 14
US FO Jeep - change cost from 11 to 5
US Rangers - change cost from 5 to 7