From: marrone@ee.fit.edu (Michael Marrone)
Newsgroups: rec.games.board
Subject: Axis & Allies rules clarifications (2nd edition) REPOST
Date: 14 Apr 92 19:58:45 GMT
Organization: Florida Institute of Technology, Melbourne, Fl


	Due to all the questions being raised about the rules, I figured it
would be a good time to repost the summary of Milton Bradley's 1991 Rules
Clarifications to the 2nd edition rules.  These were originally typed in by
someone else, I don't know who, so I can't give credit to the person (sorry).
It also includes the factory question as to who has unlimited production and
who doesn't.  Enjoy!

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A Summary to Milton Bradley's (c) 1991 Rules Clarification

Balance of Power
   This section addresses the complaint that the game is slanted toward the
   Allies.  Obviously, MB has gotten quite a few complaints.  They state
   that the Axis must be VERY aggressive the first few turns.  They obviously
   don't understand how aggressive the Allies can be.

More About The Gameboard Map
   1)  The Hudson Bay sea zone (top left edge) is adjacent to the Western
       Canada land territory (top right edge).
   2)  The 2 Gulf of Mexico sea zones (mid left edge) are adjacent to the 1 sea
       zone touching both Mexico and Western USA (mid right edge).
   3)  Kwangtung is NOT adjacent to the sea zone surrounding Japan.
   4)  Unnamed islands (like Sicily) cannot be landed upon.
   5)  The water surrounding Panama is 2 sea zones, so it takes 1 movement
       to pass through the canal.
   6)  The blow-up boxes are just that.  You can't move from New Guinea's
       blow up box to New Zealand's sea zone.
   7)  New Zealand's sea zone is adacent to the 2 sea zones surrounding
       Peru, Argentina, and Chile (bottom left edge).  [Wow, this opens up
       a host of neat possibilities].

Weapons Development
   1)  You must pay all of your money for research "up front".  NONE of this
       'roll one die at a time until I get a "6" and then pocket the leftover
       research money' stuff.
***2)  ALL of your units are immediately improved, not just the new ones
       you purchase.
***3)  Industrial technology does NOT reduce research rolls from 5 IPC to 4.
   4)  Heavy bombers attack with 3 dice (both strategic bombing and regular
       combat) and defend with 1 die.
   5)  Jets defend on a 5 and attack on a 3.
   6)  Super subs attack on a 3 and defend on a 2.
   7)  A captured AA gun used for a rocket attack behaves just like a normal
       AA gun unless the capturer also has rocket technology.
   8)  It suggests that only ONE specific AA gun gets rocket ability,
       NOT all of them.  It makes no mention what happens if that rocket
       gun is sunk or lost in battle other than what's mentioned above.
   9)  A rocket can move before combat and fire during combat.
   10) A rocket can ALSO move during non-combat, if it was not captured, or
       if it has not fired.  [The words were verbatum here, but I think they
       meant 'AND if it has not fired'].
   11) Rockets cannot fire on transports.
   12) It suggests that rockets and AA guns are two different items.

Antiaircraft Guns
   1)  Newly captured AA guns cannot be moved in the same turn they were
       captured.
   2)  An AA gun moved into an ally's territory is still your AA gun to
       move and fire.
   3)  If you liberate an ally's territory with both an industrial complex
       and an AA gun, all of it (AA gun, complex, & territory) goes back
       to the ally's control.
   4)  Only 1 AA gun per territory.
   5)  You cannot place a newly purchased AA gun onto a transport.
** 6)  You cannot voluntarily destroy ANY units you own.
   7)  Your AA gun fires during the combat phase only.  You cannot fire
       at planes as they fly back to base during the non-combat phase.

Retreats
   1)  Only attacker can retreat.
   2)  Retreat can only be made after the defender defends (with the exception
       of planes vs. subs, but that's why subs can withdraw).
   3)  If you destroy everything in a territory, you are stuck there.  No
       retreats from nothing.
   4)  No partial retreats allowed except for subs.  All attacking units
       must retreat BACK to a friendly territory in which they came.

Submarine Withdrawing
   1)  Attacking subs can withdraw after any round of combat and they don't
       have to retreat with other naval units, but you still cannot withdraw
       from nothing.
   2)  Partial retreats are allowed for subs, but subs retreating on the
       SAME round must retreat to the same territory.
   3)  Attack subs that withdraw must withdraw to a sea zone from which an
       attacking unit came from, defending subs don't (obviously) have this
       restriction.
   4)  Subs cannot retreat/withdraw to a sea zone that is or was a battle
       site on the same turn.

Air Units Retreating
   1)  Partial retreats are NOT allowed.  If other attacking units retreat,
       so must the planes.
   2)  Planes retreat during the non-combat phase, and they can retreat
       the amount of spaces as they have left in their flight range movement,
       thus they do NOT have to retreat to the same space as the other units.
   3)  They can't land in territories just captured including "blitzed" ones.
   4)  Once a fighter lands on a carrier, the carrier cannot move.
   5)  Subs firing at both ships and planes will only hit the ships.

Transports
   1)  Once you "bridge" a unit, the transport cannot move.
   2)  Bridging with an ally's transport takes 2 turns.  One to put the piece
       onto the transport, the ally will then move the transport zero spaces,
       and the next turn the piece can then move off the transport.

Amphibious Assaults
   1)  Battleship must be in same sea zone as attacking force to fire its
       SINGLE SHOT bombardment.  If your shot misses, you cannot abort the
       amphibious assault.
   2)  All battleships involved can bombard, and enemy units cannot fire
       back at the battleship
   3)  If the battleship is involved in a sea battle before the amphibious
       assault, it cannot bombard.  You canNOT willingly keep a battleship out
       of the sea battle so it can take part in the amphibious assault.
   4)  All units attacking the same territory that an amphibious assault
       occurs within cannot retreat.

Carriers and Fighters
   1)  Fighters are launched at the beginning of combat movement, not after
       the carrier moves a space or two.
   2)  You can land on an ally's carrier.  You land and take off on your turn
       and the carrier with your fighters on it move during the ally's turn.
   3)  If your plane plans to rendezvous with your carrier because it is the
       only way to get your plane into the attack (remember, no kamikazes)
       and your plane is destroyed, you do not have to rendezvous your carrier.

Captured Capitals
   If your capital is captured, you lose your IPC's, you do not get any income,
   and you do not get your IPC's back if your capital is liberated (ie, chances
   are, you won't be able to purchase units for a round).

   In the rare event that you capture an enemy's capitol after yours is
   captured, you collect the money from that country.  This is the only time
   that you can collect money when your original capitol is in enemy hands.

You and Your Allies
   No sharing of the wealth (units/IPC's/etc).  Recaptured territories are
   yours as long as you are not liberating it.

Miscellaneous
   1)  No strategic bombing and combat attacks with the same bomber.
   2)  Can blitz through an unsupported AA gun and/or industrial complex.
   3)  The sub first shot attack occurs on every round, not just the first.
***4)  Capturing an enemy's original industrial complex acts like a newly
       bought complex to you (ie, if Germany takes Britain, it can only
       place 8 new units there next turn).
   5)  You can move non-air units into newly captured territories during
       non-combat phase if these units did not participate in combat.
   6)  You cannot add more plastic units.  The number of groups allowed
       on the board is limited, and there is a slight variation to the
       number of infantry units per country found in each game.
   7)  Use 2 markers if your nations IPC value is over 45.  [Gee, I've
       always done this].