Members Login
User: Password: Forgot your password?
Home arrow Rules arrow 4th Edition arrow Differences Between 2nd Edition and AAR

Differences Between 2nd Edition and AAR PDF Print E-mail
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.

cost 4 ipcs
attack and defend: 2
each rtl will increase the attack capabilities of one infantry to 2

attack and defend at 3

cost 10 ipcs
may land on newly built carriers, and newly built ftrs may be placed directly onto carriers of the same nationality.

can carry 1 Inf plus 1 other land unit. ( ie 2 Inf, 1 Inf+1 Rtl, 1 Inf+1 Arm, or 1 Inf+1 AA
they cannot unload into 2 different territories at any time

cost 16 ipcs

cost 12 ipcs
attack and defend at 3 negate enemy subs first shot attack negate enemy subs ability to move thru hostile sea zones prevents enemy subs from submerging during combat

no longer have the ability to withdraw. Instead, they may submerge after 1 round of combat. A submerged sub remains in the same sz. attacking and defending subs both have the first strike sneak shot. subs may pass thru enemy controlled sea zones in both combat and non-combat without engaging the enemy vessels.

require two hits before they sink. If a BB suffers a single hit during combat it is damaged. Damaged BBs have the same attack/defense capabilities as undamaged BBs. At the end of combat, the damage is immediately repaired and they return to full strength

AA Guns and Rockets
shoot at fighters and bombers separately. may have more than 1 AA in a territory, but you still only roll one die for each plane. the presence of an AA gun in an otherwise empty territory prevents enemy armour from blitzing thru the territory. rockets cannot move before or after shooting.

Industrial Complexes
also prevent enemy blitzes.

5. Combat

Default OOL
(i) Land combat (attacker and defender): Inf, Rtl, Arm, Ftr, Bmb.
If there is a defending bmb present, you must stop and ask for OOL.

(ii) Naval combat
attacking: BB, Trn, Sub, AC, DD, Ftr, Bmb, damaged BB
defending: BB, Trn, Sub, DD, AC, Ftr, damaged BB
If there is a defending loaded trn or ac+ftrs, you must stop and ask for OOL.

Amphibious Assaults
air units are now allowed to retreat from these battles (all air units are required to retreat at the same time). Land units cannot retreat. BBs (and DDs if you have the combined bombardment tech) bombardment casualties are immediately removed from play and do not return fire.

Combat Resolution combat is no longer rolled column by column. The new procedure is as follows:
step 1: attacking and defending subs fire simultaneously
step 2: remove sub casualties immediately (if no dd present)
step 3: roll for all attacking units
step 4: defender declares casualties
step 5: roll for all defending units
step 6: attacker declares casualties

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)
South Africa is no longer adjacent to Mozambique sz (z33)
WEurope is no longer adjacent to WSpain sz (z12)
EUSA is directly adjacent to Panama (note also that both sides of the Panama canal are considered a single territory)

Last Updated ( Saturday, 22 November 2008 )