User manual GAMES PC AXIS & ALLIES EUROPE GAMEPLAY MANUAL
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Manual abstract: user guide GAMES PC AXIS & ALLIES EUROPEGAMEPLAY MANUAL
Detailed instructions for use are in the User's Guide.
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It is the spring of 1941 and Germany is about to launch Operation Barbarossa. This was Germany's surprise attack on the Soviet Union that ended the Hitler-Stalin non-aggression pact. Great Britain's resources must pass through wolf packs of German submarines that prowl the seas. The United States is supplying armaments for the Allies, but will not be entering the war for another six months. If the Allies can successfully convert their peace-time industries into war machines, Germany's fate will be sealed. [. . . ] Defending AA guns fire first: Before the actual bombing begins, any antiaircraft guns and fighter planes in the defending territory may fire first in an attempt to defend the Industrial Complex. The defending player fires his AA gun by rolling one die against each attacking aircraft (bombers and any fighter escorts). Each roll of "1" scores a hit and the number of hits is noted. The defending player may then roll one die for each of his fighter planes located in the territory being attacked. Each roll of "2" or lower scores a hit and the number of hits is noted. (Note that the the fighters defending against a Strategic Bombing Raid defend at "2, " not "4. ") C. The escorting fighter planes (attackers) then return fire at any defending fighter planes involved in the battle. Each die roll of "1" is a hit against the defending fighter planes and they are immediately removed. (Fighter escorts during a Strategic Bombing Raid attack with "1, " not "3. ") D. The attacking player removes his casualties (attacker's choice of bombers or fighters). Important: This battle is now over (after one round).
When Allied units are in the same territory or sea zone, a multiplayer force is said to be present. Such forces may defend themselves together, but they may not attack together. Defending together: When Allied units in the same territory (or sea zone) are attacked and a hit is scored the defenders mutually agree which unit is chosen as the casualty. Attacking separately: When Allied units in the same territory (or sea zone) wish to attack, each attacker must do so only with his own units and only on his own turn. Each player moves his units into combat on his turn and resolves combat. Transporting multi-player forces: A country may use its transports to carry units of another Allied country. The player with the transport moves it (along with your land units) on his turn. This three-step process is true whether the Allied transport needs to move or not. player cannot board a British transport and unload from it on the same turn, whether the British transport moves or not.
5. The bombing raid takes place: After passing through any antiaircraft fire and any defending enemy fighters, surviving bomber(s) each roll one die. The total rolled on the die (or dice) is the number of IPCs the defender must immediately surrender to the bank. If the owner of the bombed territory does not have enough IPCs to cover the penalty, the owner surrenders as many IPCs as he has to the bank. [. . . ] Following are additional rules pertaining to transports and the units aboard: · Units may load and unload on the same turn, only if the units are from the same country as the transport, and that the transport has not been in combat that turn.
Movement: 2 sea zones per turn Attack factor: 3 or less Defense factor: 3 or less Cost: 12 IPCs Cargo capacity: 0
Destroyers attack and defend in sea zones. They may also support attacks on enemy-occupied coastal territories or islands. (See Amphibious Assaults section on page 13 for details. ) Destroyers are particularly effective against submarines. They eliminate an attacking submarine's first-strike ability and also allow friendly air units to attack enemy submarines. [. . . ]
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