Axis & Allies - D-Day
Axis & Allies - D-Day
Axis & Allies - D-Day
table of contents
Object of the Game Game Setup The Combat Units
3 4 5 5 7 8 8 8 9 9 9 9 9 9 10
Sequence of Play
Order Cards Movement Land Units Air Units Maximum Units in a Zone Combat
Step 1: Place Units on Battle Board Step 2: Attacking Units Fire Step 3: Defending Units Fire Step 4: Remove Casualties Step 5: Determine Control Example of Combat Special Combats Air Units Antiaircraft Fire Blockhouses Naval Bombardment Reinforcements Check for Victory
Appendix 1: Order Cards Advanced Rules
10 10 10 10 10 11 13 13 13 13 13 13 14 15 19 19 21
credits
Game Designer:
Larry Harris Mike Selinker, with contributions from Richard Baker and Bill McQuillan
Interior Photos:
Development:
Editor:
Jennifer Clarke Wilkes Ryan Sansaver and Peter Whitley Todd Gamble Brian Dumas, Lisa Hanson, and Abigail Fein Tommy Lee Edwards Craig Gibson
Art Directors:
A Bridge Too Many, Cincygamers, The Gathering of Friends, Hasbro Games Group, Houston Gamers, I3 Lunchtime Gamers, McKinney Gamers, The Nixon Administration, Penna Volunteers, RPI Gaming, South Coast Area Boardgamers, Westbank Gamers, and Wizards at War
Cartographer:
Production Designers:
Cover Illustrator:
Thanks to Aaron Alberg, Mary-Elizabeth Allen, Stephen Baker, Paul Bazakas, Clare Brodie, Monique Catino, Rob Daviau, Martin Durham, Mike Gray, Brian Hart, Barry Holldorf, Kurt Isensee, Mary Kirchoff, Rob Lazzaretti, Darrell Merino, Travis Petkovits, Jason Pipes, Faith Price, Kate Ross, Patrick Ross, and Liz Schuh.
Photographer:
It is the morning of June 6, 1944. The largest combined operation in the history of warfare is beginning: Operation Overlord, the invasion of German-held Normandy. 130,000 soldiers of the United Kingdom, Canada, and the United States are assaulting Fortress Europe. You and your fellow world powers control their fates. One side is the Axis: Germany, which has turned the beaches of Normandy into a deadly killing zone. Breaching its defenses are the Allies: the United Kingdom (U.K.) and the United States (U.S.). The future of Europe, and of the world, hangs in the balance.
game setup
One player takes the side of the Axis, and one or two players take the side of the Allies. In a three-player game, each player controls one world power. If two people play, one controls both Allies powers.
The battle board is a large card with columns that list attacking and defending land units and their combat strength. When combat occurs, the players involved place their land units on the battle board. Combat is resolved by rolling dice. Place the battle board next to the game board, and the dice next to the battle board.
Three-Player Game
Player 1: Player 2: Player 3: Germany United Kingdom United States
Reinforcement Charts
Each of the three powers has one reinforcement chart listing new land units that come into play for it during the reinforcement steps. See Reinforcements on page 13 for more information.
Two-Player Game
Player 1: Player 2: Germany United Kingdom and United States
Order Deck
This is a set of order cards that determine the course of the game. For your rst game, use only these cards. Set aside all the others (these are optional, for use in the advanced game). Sort the cards in numerical order to form a face-down deck (number side showing), with card 1 at the top and card 16 at the bottom. Place this deck in the Orders box on the game board.
If you control both the United Kingdom and the United States, keep those powers units separate. Once youve decided who will play which power, prepare the game for play. It contains the following components.
Combat Forces
Take the plastic pieces that represent your powers units. Each power is color-coded as follows. Power Axis (Germany) Color Gray Symbol
Game Board
The game board is a map of the historical battleeld of Normandy, France. It is divided into zones separated by border lines. Place the game board in the center of the table. The Allies player(s) should sit near its top (northern) edge, and the Axis player should sit beside the bottom (southern) edge.
United Kingdom
Tan
Turn Marker
This is used to indicate the passage of turns in the game. Remove the turn marker and place it on the space numbered 1 of the turn track printed on the game board.
United States
Green
This section provides detailed information for each unit in the game. Each entry has a short description, including national identication, the units attack and defense, and the number of zones it can move. Some unit types also have special abilities, which are summarized below these statistics.
Land Units
Infantry, artillery, tanks, and blockhouses can attack and defend in zones. Only blockhouses can attack invasion beachheads. All but blockhouses can move to adjacent zones. All land units count for control of a zone (see Determine Control on page 10).
Infantry
Description: Soldiers who make up the backbone of any ground force.
Artillery
Description: Heavy gun batteries that can also shoot down attacking air units.
Special Abilities
Shoot Down Air Units: Artillery can shoot down attacking air units. Whenever an order card so directs, each artillery can re on one air unit in its zone. Roll one die per artillery against an air unit: On a roll of 1, that air unit is destroyed.
Allies Sherman
Special Abilities
Move 2 Zones: A tank can move up to 2 adjacent zones, but only if the rst zone is unoccupied. The rst must be adjacent to the starting zone and the next adjacent to the rst. A tank that encounters enemy land units in the rst zone it enters must stop there.
Special Abilities
Fire to Sea: Blockhouses can make a special targeted attack against the beachheads, when so directed by an order card. Each blockhouse may re once at an Allies land unit in a beachhead box within its ring arc, indicated by an arrow. (See Special Combats on page 13 for more information.)
Fighters
Description: Small, fast aircraft that strafe enemy land units.
Manual, Operations: The Combat Units
U.K. Spitre
Special Abilities
Strafe: Fighters do not attack when they enter a zone containing Axis land units. They are on patrol, waiting for enemy movement. They have the opportunity to strafe any Axis land units that move into or out of the zone. (See Special Combats on page 13 for more information.)
Bombers
Description: Mammoth, long-range aircraft that drop bombs on their targets.
U.K. Halifax
U.S. B-17
Special Abilities
Strike: Unlike ghters, bombers can strike immediately upon entering a zone. Roll one die per bomber; a die roll or 3 or less is a hit, eliminating a land unit of the Allies players choice from that zone. A bomber cannot enter zones containing Allies land units.
Axis Setup
Place the pieces so that they match the silhouettes printed on the map. For example, the zone containing Bayeux (located beside Gold Beach, near the middle of the board) shows silhouettes of two infantry and two blockhouses. Place the corresponding gray pieces in that zone. Also, place gray pieces of the appropriate types on the corresponding spaces of the German reinforcement chart.
Allies Setup
At the beginning of the game, most of the British and American forces are at sea, landing their troops on the beaches. Place the listed units belonging to the United States on the two American beachhead boxes (Utah and Omaha beaches), matching the silhouettes in the boxes. Place the listed units belonging to the United Kingdom in the boxes for the other beachheads. Place the listed number of United Kingdom and United States infantry (representing paratroopers) in the zones containing the British Airborne and American Airborne boxes. Also, place pieces of the appropriate colors and types on the corresponding spaces of the American and British reinforcement charts. Place the air units of the Allies on the Aireld area in their appropriately labeled spaces.
Manual, Operations: The Game Board
Zone
Victory City
Beachhead
Airborne Box
AirField
sequence of play
The bottom of the card describes the actions to be taken that turn. These are described in detail under Appendix 1: Order Cards on page 15.
Axis & Allies: D-Day is played in a series of turns. A turn consists of one pass through the sixteen order cards, then a check for victory.
Land Units
A land unit can move only to a zone adjacent to its current zone. Whenever a land unit enters a zone or begins its turn in a zone that contains enemy land units (those belonging to an opposing player), this creates a combat situation. Combat situations are resolved only when the appropriate order card is drawn (see Combat on page 10).
Order Cards
The order cards drive the sequence of play. They break each turn into distinct phases. During a given phase one side is active. If there are three players, both Allies players take their actions when an order card directs them to do so. During each turn of play, you follow the instructions on the order cards, one at a time from the lowest number to the highest, then place the card face up in the Completed Orders box. When you have completed the instructions on all the cards, check for victory. The turn is then over. Flip the deck over, return it to the Orders box, and begin the next turn of play. As the game progresses, certain cards can be removed from the deck. Order card 1, for example, describes the Allied airborne assault, which happens only on the rst turn. This card is removed from the deck after play, leaving cards 2 through 16 for the remainder of the game. As well, if all units named on an order card have been eliminated or are no longer available, the card is no longer needed and can be removed from the deck. How to Read an Order Card Each order card has a symbol or symbols corresponding to the active player. The top of the card lists which side is active. In the center of the card is the name of the action; if the other side can respond, that is shown here in smaller text. For example, the card shown above lists orders for the Axis player. The center of the card reads Blockhouses Fire to Sea. The bottom of the card lists instructions for completing this action.
Land units of opposing sides in a given zone are considered to be locked in combat. Land units cannot move out of that zone as long as enemy land units are present. Tanks can never move through a zone occupied by enemy land units.
Air Units
There are two kinds of air units: bombers and ghters. Only the Allies have air units. Air units have unlimited movement. When an order card directs an air unit to move, simply place it on the desired zone.
This card lists orders for both the Allies (active) and the Axis players. The rst line in the center of the card reads Allies Attack. The second says Axis Defends. This means that the Allies player makes attack rolls rst, then the Axis player makes defense rolls (see Combat on page 10).
Movement
Each side moves its units when instructed to do so on order cards. Different types of units move on different phases in the turn. Move as many of the appropriate units as you wish. You do not have to move any units. A given unit type cannot move again until a card so directs.
sequence of play
ADDRESS TO THE HOUSE OF COMMONS
10
The passage of the sea has been made with far less loss than we apprehended. The resistance of the batteries has been greatly weakened by the bombing of the Air Force, and the superior bombardment of our ships quickly reduced their Fire to dimensions which did not affect the problem. The landings of the troops on a broad front . . . have been effective, and our troops have penetrated, in some cases, several miles inland. . . . The enemy will now probably endeavour to concentrate on this area, and in that event heavy Fighting will soon begin and will continue without end, as we can push troops in and he can bring other troops up. It is, therefore, a most serious time that we enter upon. Thank God, we enter upon it with our great Allies all in good heart and all in good friendship. Winston Churchill Prime Minister June 6, 1944
Whenever an order card directs a side to attack, it also directs the opposing side to defend. Attacking and defending units are considered to re at the same time, but for ease of play you roll dice in sequence: attacker rst, then defender. You must attack when an order card so directs. A unit may re any number of times in a turn, but only once per order card. When a unit res, you roll a die. An attacking unit scores a hit if you roll its attack or less. A defending unit scores a hit if you roll its defense or less. For example, a unit with a defense of 2 scores a hit only on a roll of 1 or 2; it defends on a 2. (Sometimes the expression hits on a number is used.) When one of your units scores a hit, the opposing player decides which enemy unit it applies to. A unit that takes a hit becomes a casualty. The opposing player may designate casualties in any order. (There are some exceptions to this rule; see Targeted Attacks on page 13.) Combat Sequence 1. Place units on battle board 2. Attacking units re 3. Defending units re 4. Remove casualties 5. Determine control
attack or defense.
Combat
When opposing land units are in the same zone, a combat situation occurs. You resolve combat by rolling dice (also known as ring). Resolve each combat situation separately, zone by zone. Combat follows a specic sequence of steps. Use the battle board to resolve combat between land units. Air units, antiaircraft re, blockhouses ring to sea, and naval bombardment do not use the battle board. See Special Combats on page 13 for details about these situations. You complete just one set of steps in a combat situation. This is referred to as a cycle of combat.
11
sequence of play
Example of Combat
Germany attacks the United Kingdom forces in the victory city of Caen. Step 1: Place Units on Battle Board. The Axis is the attacker. Its player places the infantry, artillery, and tanks in the appropriate columns on the attackers side of the battle board (1, 2, and 3, respectively). The United Kingdoms tank, infantry, and artillery are placed in the appropriate columns on the defenders side (in this case, all defend on a 2). Step 2: Attacking Units Fire. Germanys player rolls three dice for the infantry and gets a 4, a 2, and a 5, all misses. Rolling one die for the artillery produces a 2, which is a hit, and rolling three dice for the tanks give two 2s and a 5, for two more hits. The U.K.s
sequence of play
12
player chooses two infantry and one artillery as casualties and moves them to the defenders casualty zone. Step 3: Defending Units Fire. The U.K.s player rolls seven dice, needing a 2 or less to hit on each: one for the tank, two for the infantry, and four for the artillery (even though two infantry and one artillery are in the casualty zone). The U.K.s player rolls a 1, a 2, two 3s, a 4, and two 5s, for a total of two hits. The Axis player chooses two infantry as casualties and moves them to the
defenders casualty zone. Step 4: Remove Casualties. The U.K.s two infantry and one artillery and the two Axis infantry are destroyed. Step 5: Determine Control. Both the United Kingdom and the Axis have land units remaining in the zone, so neither side controls it and a combat situation still exists. The next time an order card directs an attack, a new cycle of combat will begin.
13
sequence of play
APPEAL TO THE FRENCH PEOPLE
Frenchmen, The German and Anglo Saxon armies have met upon our soil. France will therefore become a battleField. OfFicials, civil servants, railwaymen, workers stand Firm at your post to continue the life of the nation and accomplish the tasks which are incumbent upon you. Frenchmen, do not aggravate our misfortune by acts which risk bringing tragic reprisals upon you. It will be the innocent French population which will suffer the consequences. Marshal of France Head of State Philippe Ptain
have the opportunity to strafe any Axis land units that move into or out of the zone. Roll one die per ghter against each Axis land unit that moves, including reinforcements (see below); a roll of 1 destroys that unit. The Axis player cannot return re. Bombers: Unlike ghters, bombers can strike immediately upon entering a zone. This is a targeted attack. Roll one die per bomber; a roll or 3 or less is a hit, eliminating a land unit of the Allies players choice from that zone. The Axis player cannot return re. Bombers cannot enter a zone containing Allies land units. Antiaircraft Fire In addition to its normal combat ability, Axis artillery can attack air units. This can create a situation where Axis artillery res more than once in a turn, during antiaircraft re and again during combat. An Axis artillery in a zone containing an enemy air unit can re only when an order card so directs and only against the specied type of air unit (ghter or bomber). Roll one die for each artillery against a chosen air unit in its zone. A roll of 1 destroys that air unit. Blockhouses Only the Axis has blockhouses. Blockhouses do not move. They re in combat against land units in their zone just as other land units do, attacking on a 3 and defending on a 1. Blockhouses also can make a special targeted attack out to sea, directed by order card 9. Each blockhouse may re once at an Allies land unit in a beachhead box within its ring arc. For example, the two
blockhouses in the zone containing Bayeux can each re on land units in the Gold Beach box. (Not all blockhouses are in a zone with an adjacent beachhead box.) A roll of 3 or less is a hit. Each blockhouse can re on a different target. Naval Bombardment The Allies can conduct a naval bombardment when an order card so directs. Naval bombardment targets only blockhouses. Roll six dice, one at a time: A roll of 2 or less destroys the blockhouse. The Allies choose a blockhouse as the target of each die roll; the same blockhouse can be chosen more than once.
Reinforcements
Each power has a corresponding reinforcement chart, listing land units that enter play after the start of the game. Silhouettes on each chart show how many and which types of units are available. Reinforcements enter play in order from left to right and top to bottom. No unit can enter play until all units preceding it have entered play. Roll two dice. The total rolled is the number of units that can reinforce this turn. The Allies side rolls once for the United Kingdom and once for the United States. The Axis player makes two reinforcement rolls, one for the Rennes/Chartres sectors and one for the Rouen/Chartres sectors. Reinforcements for the United States are placed on either of the Utah and Omaha beachhead boxes. Reinforcements for the United Kingdom can be placed on any or all of the Sword, Juno, and Gold beachhead boxes. You cant place more units than there are spaces available in the beachhead
Special Combats
Air units, blockhouses ring to sea, antiaircraft re, and naval bombardment have special rules spelled out on the order cards. They do not use the battle board. Targeted Attacks: The usual rule in resolving combat is that when you score a hit, the opposing player decides which unit is the casualty. But some special combats allow the attacker to select a target and then roll dice in an attempt to destroy it. This is called a targeted attack; the attacker targets an enemy unit or chooses a target enemy unit. Air Units Only the Allies have air units: ghters and bombers. Fighters: Fighters do not attack when they enter a zone containing Axis land units. They are on patrol, waiting for enemy movement. They
sequence of play
boxes (but the reinforcements dont have to match the printed silhouettes). If there are still units in a beachhead box (for example, because the adjacent zone contains the maximum of eight land units), you can place only enough reinforcements to ll the empty spaces. You cant reinforce in the British or American Airborne boxes where the paratroopers start play. Axis reinforcements must enter play in the sectors specied on the reinforcement card but can be placed on any zone containing a marker corresponding to the named sector. For example, reinforcements coming from Rennes or Chartres can be placed on any of the four zones containing those markers. For example, in the United Kingdom reinforcement chart, a roll of 7 brings the following units into play for the Allies: three infantry, three artillery, and one tank. These units may be placed on any of Sword, Juno, and Gold beaches, up to the limit allowed in each beachhead box. them.) The Axis wins if the Allies have not achieved victory after 10 turns.
LA BATAILLE SUPRME EST ENGAGE! A MEMO TO THE FHRER
14
After much Fighting, furor and pain the decisive shock has come, the hoped for shock. Of course, it is the Battle of France and it is the Battle of the French! . . . There is nothing more in the nation, in the Empire, in the armed forces but one and the same will, one and the same hope. Behind the clouds, if heavy with our blood and with our tears, there is that which will restore the sunlight and our grandeur. General Charles De Gaulle Broadcast to France June 6, 1944
The situation on the Normandy front grows more difFicult daily; it is approaching the proportions of a major crisis. The Fighting power of the divisions is steadily lessening . . . . It no longer is possible to bring to the front in Normandy any new forces worth mentioning. On the enemy side, new forces and new war matriel Flow to the front day after day. The enemys supply system is undisturbed by our air force. The enemy exerts stronger and stronger pressure. . . . Our troops everywhere are Fighting heroically, but the unequal contest is drawing to an end. I must ask you to draw the consequences from this situation without delay. I feel bound as supreme commander of the army group to express this clearly. Field Marshal Erwin Rommel Commandant, German Army Group B July 15th, 1944
15
Each phase of a turn involves turning over the top order card and following its instructions. After a few turns of play, these cards will become second nature to you, and you might not need to use them at all. Below is the text and a detailed explanation of each card.
There are eight ghters available to the Allies (four U.K. and four U.S.). Place up to four ghters in any zone. Fighters do not attack in this phase. However, if the Axis later moves one or more land units (including reinforcements) into or out of a zone containing ghters, each ghter in the zone can attack each of the moving units. See order cards 12 and 15 for more about strang.
ORDER CARD 3
There are two bombers available to the Allies (one U.K. and one U.S.). Place as many bombers as desired on any zone that does not contain Allies land units. Each hit removes one land unit of the Allies players choice from play.
ORDER CARD 5
This represents the surprise predawn attack by paratroopers and applies only to the rst phase of the rst turn of the game. Allies infantry in the British and American Airborne boxes attack in their zone without being counterattacked. They score a hit on a roll of 1. Once they have landed, these units act as regular infantry, so this card is removed from the deck.
Roll the six dice, one at a time. Choose a blockhouse as the target of each die roll; the same blockhouse can be chosen more than once.
ORDER CARD 6
The Axis player res with each artillery in a zone where ghters are patrolling. Choose one ghter in that zone for each roll. Each hit removes that ghter from play. (It is not returned to the Aireld area.)
ORDER CARD 4
The Axis player res with each artillery in a zone with bombers. Choose one bomber in that zone for each roll. Each hit removes that bomber from play. (It is not returned to the Aireld area.)
The Allies return their bombers to base. Place surviving bombers on the Aireld area.
ORDER CARD 7
16
ORDER CARD 10
ORDER CARD 11
This phase applies only to land units of the Allies that are already ashore, not those in the beachhead boxes. (On the rst turn, the only such units are those that attacked from the Airborne boxes in phase 1.) You do not have to move units. Units dont attack now. Resolve combat when an order card so directs (cards 11 and 13).
A blockhouse can re on land units of the Allies in a beachhead box within its ring arc. This is indicated by an arrow. (Some blockhouses can re on more than one beachhead, while others cannot re on any.) A blockhouse cannot re on air units. Each blockhouse can re on a different target. Roll dice one at a time.
Move Allies land units from beachhead boxes into the zones adjacent to them (connected by the light-colored arrows). Remember that the maximum number of Allies land units allowed in a zone is eight. You cannot move land units into a zone if they bring the total to more than eight. (Theyll just have to wait offshore for another turn.) Dont move land units that are already in zones. They already moved during phase 8 above. You do not have to move units.
Follow the steps outlined in Combat on page 10. Allies units re rst. You ght only one cycle of combat for each zone that contains opposing land units. (The struggle for a zone could go on for some time.) You must attack in every zone where a combat situation exists. After combat, if land units of only one side remain, that side controls the zone.
ORDER CARD 12
Units dont attack now. Resolve combat when an order card so directs (cards 11 and 13).
During this step, Axis land units move and patrolling Allied ghters react. Each ghter in a region rolls to strafe each Axis unit moving into or out of that zone, including reinforcements. The Axis player indicates all units that are moving, then the Allies re one at a time against target units. You do not have to move units. Units dont attack now. Resolve combat when an order card so directs (cards 11 and 13).
17
Follow the steps outlined in Combat, above. Axis units re rst. You ght only one cycle of combat for each zone that contains opposing land units. You must attack in every zone where a combat situation exists. After combat, if land units of only one side remain, that side controls the zone.
During this phase the Allies roll for both U.K. and U.S. reinforcements. Place the reinforcements in the appropriate beachhead boxes. United States units cannot be placed in United Kingdom beachhead boxes, and the reverse is also true. The number of reinforcing units cannot exceed the number of units shown in each beachhead box. The reinforcements do not have to be the same types of units as those shown in the box, however. If theres not enough room to place all the units available, the remaining units must wait for a later turn. (They stay on the reinforcement chart.)
ORDER CARD 16
During this step the Axis player rolls twice for reinforcements, once for Rennes and Chartres and once for Rouen and Chartres. Place the reinforcements as you choose in any of the zones containing the listed markers. Reinforcements count as units moving in a zone, so they are subject to strang by patrolling ghters. The Axis player places reinforcing units in all zones; then the Allies re one at a time against target units. Reinforcements cannot raise the number of land units in a zone to more than eight. If theres not enough room to place all the units available, the remaining units must wait for a later turn. (They stay on the reinforcement card.)
ORDER CARD 15
The Allies return their ghters to base. Place surviving ghters on the Aireld area.
advanced rules
Once youve played a few games of Axis & Allies: D-Day, you might want to add more complexity or variable elements. The following cards are optional additions to the order deck. You may add in one or both types, but you must use all cards of a particular type. Green-backed cards are fortune cards. These cards affect each order. If you are using fortune cards, add them to the deck so that each comes up immediately before the order card of the same number. Each time a fortune card comes up, roll a die. On a roll of 1, a positive result affects the next order. On a 6, a negative result affects the next order. A roll of 2 through 5 has no effect. For example, fortune card 2 affects the number needed to hit when conducting naval bombardment: 3 or less if a positive development, 1 if negative. On a roll of 2 through 5, treat the order card normally. Red-backed cards are tactics cards. These cards represent different maneuvers you can attempt. If you are using tactics cards, add them to the deck so that each comes up immediately after the order card of the same number. A tactics card affects only that phase; its effect does not continue through the game. Remove a tactics card from the deck after use. You dont have to use a tactics card when it comes up. Heres an Easy-to-Remember Rule: Set up the deck with card types in alphabetical order from top to bottomfortune (green), order (blue), and tactics (red).
18
Fortune Cards
Events can go terribly wrong, or go much better than you hoped. Weather, supplies, and even airplane crashes affect the most carefully laid plans. Use these cards if you want a more dynamic version of your game where anything can happen. The effect of a fortune card lasts only for its associated phase. On the next turn, roll again for a new effect.
FORTUNE CARD 3
Once order card 1 has been removed from the deck, this card no longer has any effect and should also be removed from the game.
Roll six dice as normal, one at a time. Choose a blockhouse as the target of each die roll; the same blockhouse can be chosen more than once.
19
advanced rules
FORTUNE CARD 13 FORTUNE CARD 10 FORTUNE CARD 7
On a roll of 6, the bomber is removed from play before the Allies returnbombers to the Aireld area.
FORTUNE CARD 11
FORTUNE CARD 14
Units moving 2 zones must still move to adjacent zones. Units that are restricted to moving out of one zone can still split up and enter multiple zones.
FORTUNE CARD 8
Each Allies power gets one-half its reinforcements. Round up for each power, not for the total.
FORTUNE CARD 12
FORTUNE CARD 15
FORTUNE CARD 9
Units moving 2 zones must still move to adjacent zones. Units that are restricted to moving out of one zone can still split up and enter multiple zones.
Each sector gets one-half its reinforcements. Round up for each sector, not for the total.
advanced rules
Tactics Cards
Tactics cards represent new maneuvers that each side can pursue. Each takes effect just once; if you use it, remove the card from the deck. You are never required to use a tactics card.
20
On a roll of 6, the ghter is removed from play before the Allies return ghters to the Aireld area.
FORTUNE CARD 16
The chosen ghter cannot be the target of antiaircraft re. If it is the only ghter in the zone, no antiaircraft re is allowed in that zone.
TACTICS CARD 3
The reinforcements must match the nationality of the Airborne box (U.K. in the British box and U.S. in the American box). There cannot be more reinforcements than space allowed in the landing zone. They still cannot attack blockhouses during this phase.
TACTICS CARD 4
Manual, Operations: Advanced Rules
TACTICS CARD 5
21
advanced rules
TACTICS CARD 14 TACTICS CARD 10 TACTICS CARD 6
A coastal zone is any zone that borders water (colored blue), regardless of whether it contains landing beaches or Axis units.
TACTICS CARD 15
TACTICS CARD 16
Even if blockhouses are not physically on their silhouettes, you cannot build a blockhouse if the zone has not lost any.
Replace the infantry in their original positions on the reinforcement chart. They enter play in the normal order, from top to bottom and from left to right.
TACTICS CARD 13
TACTICS CARD 9
questions?
U.S., Canada, Asia Pacic, and Latin America: Wizards of the Coast, Inc. P.O. Box 707 Renton WA 98057-0707, U.S.A. 1-800-324-6496 (within the U.S.) 1-800-624-0933 (outside the U.S.) [email protected] U.K., Eire, and South Africa: Wizards of the Coast, Inc. Consumer Affairs P.O. Box 43 Caswell Way Newport NP19 4YD GREAT BRITAIN +800 22 427276 [email protected] All Other European Countries: Wizards of the Coast p/a Hasbro Belgium t Hofveld 6D B-1702 Groot-Bijgaarden BELGIUM +32.70.233.277 [email protected]
22
Axis & Allies, Avalon Hill, and their logos are trademarks of Hasbro, Inc. denotes Reg. U.S. Pat. & TM OfFice. All rights reserved. 2004 Hasbro. Manufactured and distributed by Wizards of the Coast, Inc. Wizards of the Coast and its logo are trademarks of Wizards in the U.S.A. and other countries. 2004 Wizards. Rulebook printed in the U.S.A.