User manual GAMES PC AXIS & ALLIES PACIFIC

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[. . . ] G A M E P L AY M A N U A L 1 A X I S A N D A L L I E S PA C I F I C G A M E P L AY M A N U A L 2 PLAYERS: 2 to 3 AGES: 12 and up G A M E P L AY M A N U A L WHAT'S DIFFERENT ABOUT AXIS & ALLIES PACIFIC? Those of you who have played the classic version of Axis & Allies should be familiar with the majority of rules in this game. A summary of the major gameplay differences is listed below. · Bombers conducting Strategic Bombing Raids may be escorted by friendly fighters and attacked by enemy fighters. Battleships and submarines have new powers and abilities. There are three new types of combat units ­ Destroyers, U. S. [. . . ] The defending player rolls one die for each of his fighter planes located in the territory Transporting Multi-Player Forces A power may use its transports to carry units of another Allied power. However, players may only move their pieces on their respective turn. This makes multi-player force transports a three-step process: 1. On your turn, move your land units aboard the Allied transport. The player with the transport moves it (along with your land units) on his turn. You unload your land units on your next turn. A X I S A N D A L L I E S PA C I F I C G A M E P L AY M A N U A L 20 being attacked. Each roll of 2 or lower scores a hit and the number of hits is noted. (Note that the fighters defending against a Strategic Bombing Raid defend at 2, not 4. ) B. The escorting fighter planes (attackers) then return fire at any defending fighter planes involved in the battle. One die is rolled for each escorting fighter. 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. ) The attacking player removes his dogfight casualties (attacker's choice of bombers or fighters). Fighter planes that were defending against the SBR must land in the territory containing the Industrial Complex. If that territory was captured this turn they cannot land and are lost. Strategic Bombing Raid Example The American player announces a SBR against Japan. The bomber in the Mariana Islands flies to Japan, and two fighters on a carrier in sea zone 23 move to Japan as escorts. First, the Japanese player fires the AA gun in Japan. Three dice are rolled, one for each plane, resulting in a 1, 3, and 4. The AA gun scored one hit and USA sacrifices fighter A. Next, the Japanese player sends up a fighter. player responds with his remaining fighter and rolls a 3. This would normally be a hit, but in a SBR, fighters only attack with a 1. The US player chooses fighter B as the casualty. Combat is over since SBR combat is only one round. [. . . ] If, during combat, the aircraft carrier is lost, then the fighters must finish their movements by landing in another safe territory or carrier within range. If unable to do this, the fighters are lost. When fighters are sent on risky missions as described above, you must declare up front where each plane plans to land after combat is complete. For example, you may not move a bunch of fighters into battle assuming some will be lost so that there will be enough room to land the surviving fighters on nearby carriers. [. . . ]

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