Axis & Allies Minis Campaign
12/18/09
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). 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. 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. Higgins Boats carry three soldiers and my be proxied 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.
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. Also, note that we will use the official rules changes announced in October, 2009 regarding Torpedo Attacks, ASW Threat, and Small Ship Evasion.
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 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 (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 (30), 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. 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 (Invasion). AXIS 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 night (no air operations).
#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 (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 (Invasion). AXIS (defender) 170 pts. Japan. ALLIES (attacker) 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. AXIS Japan 350 pts. ALLIES Australia, United Kingdom, United States 375 pts. Objectives are worth 50 pts each and three are placed on border hexes between the maps.
#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.
List of Unit cost/date revisions:
Updated 12/21/09
LIST OF UNIT REVISIONS:
Country Unit
FI T-26E Change year from 1941 to 1939
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 CA Myoko: Lower cost from 24 to 20
JA CA Tone: Lower cost from 23 to 19
JA CL Jintsu: Lower cost from 19 to 14
JA DD Yukikaze: Lower cost from 12 to 9
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.