From: sackett@csd4.csd.uwm.edu (Michael Scott Zimmerman)
Newsgroups: rec.games.board
Subject: A&A House Rules
Date: 13 Apr 92 16:28:48 GMT
Article-I.D.: uwm.1992Apr13.162848.19138
Organization: Computing Services Division, University of Wisconsin - Milwaukee

Multi stage techs:

Rockets- 	NOTE:  You can only have 1 rocket shot per turn, but in the
		same turn, you can fire 2 cruise missiles.  Each must be
		from a different source.

	1:	Plain old rockets as before

	2:	Large/Long range rockets 
		a.  5 zones
		b.  damage add 3 dice together and divid by 2=damage IPC
		NOTE:  You can EITHER use long range OR heavier damage.

	3:	Cruise Missiles "Tomahawks"  2 shots per turn from different
		sources (AA, Battleships, Carriers, or SUPER Subs 2 or 3)
		See Cruise Missile Battle order below.
		Attack at 4 or less (5 or less against a damaged ship out
		to sea) Range: 2 zones.  They can be shot down buy "Patriots".

AA-
	1:	RADAR developement.  Add +1 to rolling ie. 2 or less=kill.

	2:	SAMs / Air to Surface missiles
		SAMs Add +1 defense of AA ie. 3 or less=kill
		Air to Surf/Air to Air missiles increase JETS attack to 4  
		or less

	3:	Stealth radar Add + 1 defense of AA ie. 4 or less
		"Patriots"  2 or less shoots down rockets or Cruise Missiles
		flying over zones with AA, Battleships, Carriers.
		a 1 hits target if shot from damaged ship.
		See Cruise Missile Battle order below.

Super Subs-
	1:	same as before -attack 3 and pick target, BUT if you roll a
		1, you nail it "down the throat" and cause 2 hits on any
		Battleship or Carrier.

	3:	anti-sub warfare:  enemy subs detected right away...
		no first shot w/o retaliation by target.  Only if attacking
		sea zone with a carrier or Battleship.  Transports and subs 
		do not have anti-sub warfare of this type.

	2:	Depth Charges:  upon retreating from attack or defending, 
		subs need to role a 3 or less to "slip away".  Carriers
		and Battleships can only fire depth charges.

Jet Fighters-	NOTE:  Jets can only be NEWLY purchased units!
		You CANT retrofit any Prop planes into jets!

	1:	defend at 5 or less

	2:	radar jamming cuts effectiveness of AA/SAMs by 1 on die
		over entire territory that turn
		Ex.  Radar AAs have to role a 1 instead of 2 or less,
		and SAMs 2 or less, Stealth Radar 3 or less.
		NOTE: Standar AAs have half effectiveness ie 1 roll per
		2 planes.  Rounding down for odd ie. 2 rolls per 5 planes

	3:	Sound Barrier Broken!  Decrease accuracy of all AAs by
		1.  Radar tech AAs role 1 die per 2 planes,
		SAMs need 1 to hit, Stealth Radar needs 2 to hit you.

	4:	Stealth Fighters:  First shot, pick target, if target is
		hit, it can not fire in defense (except a partially damaged
		ship - defends at "damaged" roll.)
		Only Stealth RADAR AAs are effective at a roll of 1=kill	
		RETREAT OPTION:  You can retreat from any battle at the
		end of any round to 1 adjacent territory or carrier even 
		if you are on the defense! 
		NOTE:  A plane can only retreat once per round!

Long Range Aircraft-
	1:	same as before

	2:	if you 4 or less movement points, you can remain in a
		sea zone defending it from enemy planes until your next
		turn, then it must return to base and refuel on the next
		turn.  It cant do any attacks - just defend the zone it
		lands in.  This would be used for CAP over friendly     
		undefended ships in nearby seazones.

Naval advances-
	1:	Merchant marines carry one extra infantry
		ie. 3 infantry or 1 tank + 1 infantry

	2a:	Heavy Carriers - "Saratoga" can carry 1 bomber or 3 fighters
		Hits:		0	1	2
		defense		3	2	1	sunk
		attack		1	0	0	sunk
		planes		3f/1b	1f	0	sunk
		movement	2	1	1	sunk
		repair cost	$0	$6	$12
		patriot shot	2	1	0
		upgrade cost per old carrier:  $6

	2b:	Heavy Battleships - "Yamamoto"
		Hits:		0	1	2	3
		attack		5	3	0	sunk
		defend		5	3	1	sunk
		movement	2	1	1	sunk
		repair cost	$0	$8	$16	sunk
		patriot shot	2	1	0
		upgrade cost per old Battleship:  $7

Wartime economics-
	1:	regular 1 IPC less per unit

	2:	Total war Economy +15 IPCs per turn.
		This does not count towards axis economic victory  
Political Power-
	1:  	Sabbatage:  if enemy aquires new tech, roll a 1 and he
		loses it!

	2:	Civilian Militia support.  put 1 infantry in ANY territory
		you controled since the beginning of your turn.  Do this
		when you put newly purchased units out.

	3:	Spys!  Steal an enemies tech whenever he developes one!
		just roll a 1 and its yours, not his.  BUT if you miss,
		you get to try to sabbatoge it with a roll of 1.



Cruise Missile Battle order:

	A missile can be shot down if it flys over any territory or sea
	zone that is capable of "Patriots".  First, all patriots are fired
	at all Cruise Missiles at once from a particlar zone.  If the Cruise
	missile survives, it can move to the next territory/sea zone or 
	attack a unit in the current zone.  If it enters another zone with
	Patriots, these patriots then fire at it.  Then, it can attack the
	target.  
	NOTE:  If 2 Cruise missiles are flying over same zone, it is treated
	the same way.  All units fire at Cruise missiles at once.  Meaning
	ships in a zone couldn't both fire at one missile and the both
	fire again at the other one.
	You CAN fire both Cruise Missiles from the same territory if they are
	each from a different source - ie 2 AA guns, a BB and CV etc.
	This is ONLY for Cruise Missiles, it does not double effectiveness
	of AAs.


NOTE:  Any units on the board must first be retrofitted with the new
technology as soon as it it developed.
This also incudes all AA guns for upgrades to rockets, then SAMs.


DEVELOPEMENT COSTS:

Rockets 1:  $2/dice
Rockets 2:	$2/dice
Rockets 3:	$3/dice

AA RADAR 1:	$3/die
AA SAMs 2:	$3/die
AA Stealth RAD 	$4/die

Jet Fighters 1:	$3/die
Jet Fighters 2:	$3/die
Stealth Fighter	$4/die

Merchant Marine	$3/die
Heavy Carrier	$4/die
Heavy Battlesps	$4/die

Sabatoge:	$1/die
Militia:	$2/die
Spys:		$3/die

Super Subs 1:	$2/die
Depth Charges:	$2/die
Anit Sub War:	$3/die

Long Range Air	$2/die
Long Range 2:	$2/die

Industrial Production	$3/die
Wartime economy		$4/die


NOTES:  All these Techs need to be aquired sequentially (except for Heavy
	Carriers/Battleships they only need Merchant Marine for eihter).
	And if you are successful in stealing a tech, you must have the
	required tech to gain the new one.  If you dont have the requirements
	you get the one you are able to have.

	For example, If you have Jets 1, and you steal Jets 4, you get
	Jets 2 instead.


Normal Battleships:

	Hits	0	1	2
	attack	4	2	sunk
	defend	4	2	sunk
	move	2	1	sunk
	repair	$0	$12	sunk

Normal Carriers

	Hits	0	1	2
	attack	1	0	sunk
	defend	3	1	sunk
	move	2	1	sunk
	repair	$0	$10	sunk

Retrofiting costs:

AA 1,2; Rockets 1,2 	$1 per AA unit
AA 3; Rockets 3:  	$1 per AA, Battleship, Carrier unit
Jet Fighters 1:		No retrofiting possible
Jets 2,3		$1 per fighter unit
Merchant Marine:	$1 per transport, no dry dock neccessary
Heavy Carriers:		$6 per Carrier
Heavy Battleships:	$7 per BB
Super subs 1:		$1 per sub
Anti sub warfare:	$1 per BB and carrier
Depth charges:		$1 per BB and carrier

Retrofitting and or repairing Capital Ships:

Because of there shear size and amount of work involved, Retrofitting
BBs and carriers into "Heavies" takes extra effort.  To upgrade these
ships, they must be put into "dry dock" in a territory for 1 complete
turn.  Meaning, you must put her in on your non-combat move, and then take
her out again on the NEXT turn NON-combat move.  You can not bombard an
enemy shore line and then pull into dry dock in the same turn.  But you can
sail her from a sea zone away into dry dock.  While the ship is in Dry dock,
it can not defend ANY sea zone.  It is part of the land units and only
defends at 1!  While in dry dock, the ship can not be sunk, but if hit
by a tomahawk, can only be damaged up to the most damage allowed.  It
is then repaired by the next turn and ready to go IF you pay the repair
costs.  This means you wont lose 2 full turns in dry dock.  Your patriot
defenses work as usuall.

Rockets and AA are now considered regular units after defending against planes.
They have a defense of 2 and are placed on Battle Board with rest of units
and can be taken as casualties.

Optional Battleship rules:

We all know that in a war Battleships can pound shorelines even if there 
wont be an amphibios assault (ie Kuwait).  So now, once per turn, they
can bombard a coastline at 4 or less.  This allows as much PREP fire as
a person could want.  By this rule, your BB could bombard a coastline
2 or three times before the actual assault, BUT after the first time, the
troops are dug in so the effectiveness is lowered to 2 or less.     
NOTE:  You can not kill every thing in a zone this way.  There will always
remain at least 1 unit in the zone after bombardment.  For defense, a plane 
(fighter) in an adacent zone may try to attack the ships in the sea zone.
But, the fighter must return to its origanal zone.

 Because school is getting so busy and finals, projects and other stuff,
 I probably wont be able to try these rules for a while.  
 If you do try them, let me know how they work!   

Please email me any results, comments or improvements to the above rules
at:
	sackett@csd4.csd.uwm.edu 

Special thanks to all who contributed to the above ideas and rules.

Mike Zimmerman
Newsgroups: rec.games.board