Differences Between 2nd Edition and AAR |
Saturday, 08 November 2008 | |
Differences Between 2nd Edition and AAR
A Primer on Axis and Allies Revised (4th Edition) LHTRv2.0 This short primer outlines the main differences between 2nd edition and AAR according to the LHTRv2.0. It is not a comprehensive rules manual, and you may need to read the complete rules manual for full explanations of some of the changes.
1. Bidding We will be using the FIDA bidding system. It is similar to the current system; however, the main difference is that in FIDA at least 50% of the total bid must be as ipcs (cash), given to either or both axis powers. As an example, if the axis bid is 17 ipcs, then only 8 ipcs can be used for units, and 9 ipcs must be used as cash.
2. Weapons Development In AAR you may only roll for only one specific tech each turn. You select which tech you will roll for, and then must roll the number that corresponds to the desired tech. (Example - if I wanted LRA, I would have to roll a 4 to get it) All purchased dice must be rolled, so if you achieve the desired tech all the other dice are wasted. 1 = Jets. All ftrs now defend at 5 and are immune to AA fire. 2 = Rockets. Every AA can fire once at an IC within 3 spaces, but each IC may only be hit by 1 AA per turn. Rockets cannot move before or after shooting. 3 = Super subs. All subs now attack and defend at 3. 4 = LRA. All ftrs have a range of 6, and bmbs have a range of 8. 5 = Combined Bombardment. All destroyers can now provide a shore bombardment shot in amphibious assaults similar to battleships. They hit on a 3 or less. 6 = HBs. Bmbs roll two dice and use the ONE better roll. In SBR same rules apply, but add 1 to the damage. Note also that WD come into effect in the Mobilization of New Units phase of the turn; as such, they cannot be used until the next turn.
3. Strategic Bombing The maximal damage a territory can sustain per turn is equal to its production value. For example, an IC in Caucasus could only sustain a maximum of 4 ipcs damage, even if an SBR rolled a 5.
4. Unit Profiles There are new units, and changes to old units.
Artillery
Armour
Fighters
Transports
Carriers
Destroyers
Subs
Battleships
AA Guns and Rockets
Industrial Complexes
5. Combat
Default OOL
(ii) Naval combat
Amphibious Assaults
Combat Resolution
combat is no longer rolled column by column. The new procedure is as follows: 6. Unit Placements ALL ICs (original and built) have limited production; you can only place as many units as the IPC value of that country (for example, only 8 units can be placed in Germany). Naval units may be placed in sea zones containing enemy units.
7. Neutral territory These territories can never be attacked, moved thru, or flown over.
8. Victory This is achieved when one side occupies 9 or more victory cities at the end of a round of play (ie at the end of the USA turn). There is no Magic 84 victory.
9. Geography The map is markedly different than for 2nd edition. A few differences that should be noted though include:
WCan is no longer adjacent to Hudson Bay sz (z1) |
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Last Updated ( Saturday, 22 November 2008 ) |