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Subject: AA50 Fact Sheet: rss
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Yukihiro Sakai
Germany

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NEW release date: 11/18/08


link to Bluestroke's AA50 PlayersAid Maps;

1941 map
http://www.mediafire.com/?sharekey=db7389213b434449d2db6fb9a...


1942 map ( speculation)
http://www.mediafire.com/?sharekey=db7389213b434449d2db6fb9a...



Order of play:

- Germany, Russia, Japan, UK, Italy, US in '41.

Note: Starting IPC are correct given the fact that each nation have still to play the end of its own turn for having the National Bonus Awarded.

The IPC values for -41 scenario should be:
UK 43+5 (bonus)=48 starting IPC.
America 40+15 (3 bonuses)=55 starting IPC.
Germany 31 (+ 5 IPC bonus controlled at-start)
Soviet Union 30 (+ 5 IPC bonus controlled at-start)
Japan 17 (+5 IPC bonus controlled at-start)
Italy 10 (+5 IPC bonus controlled at-start)
China produces 1 free inf for each two Chinese territories controlled at the start of US turn.

IPC balance (bonuses included, 2 inf worth of China inf):
Axis: 73, Allies: 129.


- Japan, Russia, Germany, UK, Italy, US in '42.

'42 scenario:
Germany 37 (+ 10 IPC bonuses controlled at-start)
Soviet Union 24 (+ 5 IPC bonus controlled at-start)
Japan 31 (+10 IPC bonuses controlled at-start)
UK 31 (+5 IPC bonus controlled at-start)
Italy 10 (+5 IPC bonus controlled at-start)
US/China 38 (+ 5 IPC bonus controlled at-start), China produces 1 free inf for each two Chinese territories controlled at the start of US turn.

IPC balance (bonuses included, 2 inf worth of China inf):
Axis: 103, Allies: 114.


Unit changes:
Submarine: Cannot be shot by planes if there is no opposing destroyer present
Cost: 6 (new)
A=2
D=1

Transport: Are automatically destroyed if no warship present to defend them. Cannot be used to soak damage, they don't take part in battle.
Cost: 7
A=0
D=0

Cruiser: Shore bombard ( you now need 1 land unit performing amphibious assault for each allowed shore bombardment dice )
Cost: 12
A=3
D=3

Destroyer: detect subs
Cost: 8
A=2
d=2

CV:
Cost: 14
A=1
D=2

BB: Shore bombard ( you now need 1 land unit performing amphibious assault for each allowed shore bombardment dice ) 2hits
Cost: 20
A=4
D=4

Bombers
Cost: 12
A=4
D=1

AA guns now cost 6 IPCs. They also now only fire in the territory being attacked. They no longer fire at planes simply passing over them in either combat or noncombat movement.

No change so far in other units ( compared from revised).

Note: Subs can only be hit by planes if there is a friendly destroyer in the battle. Ships can hit subs anytime.


OPTIONAL RULE/TECHNOLOGY

Item: The way the new research system works is this: you buy research tokens. For each token you have, you get to roll one die. On a six, you get a research breakthrough. If your die roll misses, you roll again the next round. And the next, and the next, until you finally get a research breakthrough. Once you finally do, all your research tokens go away, and you get a new technology in their place. To determine which technology you get, you choose from one of two charts. (There are six items per chart.) After choosing an item, you roll a die. Whatever number comes up on the die is the technology you get.
1) Each researcher costs 5 IPCs, each means you get one roll for R&D per turn until you succeed, at which time you must buy new ones. (Not as before where IPCs spent on R&D only bought one roll.)
2) Once you succeed you choose from one of two charts and then roll a die to determine which tech you actually get (not as in AAR where you research a specific tech).
Item: The Weapons Development rules are similar to the scheme in 2nd Edition. The development you get is random, and it takes effect immediately.

procedure:

Phase 1: Research & Development
Note: This is an optional rule- players should decide whether or not this phase will be included in their game.

In this phase, you may attempt to develop improved military technology. To do so, you buy researchers that give you a chance for a scientific breakthrough. Each researcher token will grant you one die that provides a chance for a breakthrough.

Research & Development Sequence
1. Buy researcher tokens
2. Roll research dice
3. Roll breakthrough die
4. Mark development

Step 1: Buy Researcher Tokens
Each researcher token costs 5 IPCs. Buy as many as you wish, including none.

Step 2: Roll Research Dice
For each researcher you have, roll one die.

-Success: If you roll at least one "6", you have successfully made a technological breakthrough. Discard all your researcher tokens and continue to step 3.

-Failure: If you do not roll a "6", your research has failed. Keep all your researcher tokens and continue to the Purchase Units phase of the turn.

Step 3: Roll Breakthrough Die
If you rolled a "6" on any research die, choose one of the two breakthrough charts and roll a die to see which technological advance you get. You can only receive one advance each turn. If you have already received the same result on a previous turn, reroll until you get a new technological advance. Once you have received all the advances on a chart, you cannot gain any more advances from that chart.

Step 4: Mark Development
If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately.

Any number of powers may develop the same technology, but powers cannot share their technology.


Land/Production

1) Improved artillery- each art may now support 2 inf to attack at 2

2) Rockets- Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This attack does 1d6 damage to that complex.

3) Paratroopers
Each of your bombers can act as a transport for up to one infantry, but it must stop in the first hostile territory it enters during a turn and drop off the infantry, ending its combat movement. The bomber may still attack during the Conduct Combat phase, but it cannot make a strategic bombing run in a turn that transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat.

4) Increased Factory Production
Each of your industrial complexes can produce two additional units beyond its listed IPC value. For example, Germany with 10 IPCs can now produce 12 units. Also, when repairing a damaged industrial complex (removing damage markers), you can remove two damage markers at a time for the cost of 1 IPC (half price).

5) War Bonds
During your income phase, roll 1d6 and collect that many additional IPCs.

6) Mechanized Infantry
Each infantry that is matched up with a tank can move two spaces along with the tank.


Air/ Naval

Radar- Your antiaircraft gun fire now hits on a 1 or 2 instead of just a 1.

Long-Range Aircraft
Your fighters are now long-range fighters and your bombers are now long-range bombers. Your fighters' range increases from 4 to 6. Your bombers' range increases from 6 to 8.

Heavy Bombers
Your bombers are now heavy bombers. You roll two dice for each bomber when you attack or make a strategic bombing raid. On defense, your bombers still roll only a single die.

Shipyards- cheaper naval costs (minus one SS, TRS, DD, minus two CA, CV, BB)

Improved Shipyards
Your sea units are now cheaper to build. Use these revised costs.

UNIT................IPC COST
Battleship.............17
Aircraft Carrier.......11
Cruiser.................10
Destroyer..............7
Transport..............6
Submarine.............5


Super subs- The attack value of your submarine is now 3 instead of 2. The defense value of your submarines remains at 1.

Jet fighters- The attack value of your fighters is now 4 instead of 3.


AA50 1941 Scenario Victory City list:
Cities under the country that controls them in '41. Capitals in bold.

Germany
Berlin
Paris
Warsaw

USSR
Moscow
Leningrad
Stalingrad

Japan
Tokyo
Shanghai

UK
London
Ottawa
Calcutta
Hong Kong
Sydney

Italy
Rome

USA
Washington
San Francisco
Manila
Honolulu

Victory in either scenario: control of 15 VC

IPC Bonus for AA50:

Note: you only get the bonus if you control the proper territories at the END of your round.

Germany
* Axis control of France+Northwestern Europe+Germany+Poland+Czechoslovakia/Hungary+Roumania/Bulgaria = 5 IPCs
* Axis control of at least three out of: Baltic States+East Poland+Belorussia+East Ukraine+Ukraine= 5 IPCs
* Axis control of either of: Karelia S.S.R. or Caucasus = 5 IPCs

Soviet Union
* Allied control of Archangelsk + no UK or US units on Soviet-controlled territories= 5 IPCs
* Allied control of at least three of the following: Norway, Finland, Poland, Bulgaria/Romania, Czechoslovakia/Hungary and/or Balkans= 10 IPCs.

Japan
* Axis control of Manchuria+Kiangsu [Shanghai region]+French Indo-China/Thailand=5 IPCs
* Axis control of at least four out of: Kwang-tung [Hong-kong region], Netherlands East Indies, Borneo, Phillippine Islands, New Guinea and/or Solomon Islands= 5 IPCs
* Axis control of at least one of: Hawaiian Islands, Australia or India =5 IPCs

UK
* Allied control of any Japanese 1941 at-start territory [Manchuria & Kiangsu are Japanese-controlled Chinese territories]= 5 IPCs.
* Allied control of Eastern Canada, Western Canada, Gibraltar, Egypt, Australia and Union of South Africa= 5 IPCs.
* Allied control of one of: France and/or Balkans=5 IPCs.

Italy
* Axis control of at least three out of: Egypt, Trans-Jordan, France and/or Gibraltar=5 IPCs.
* Axis control of Italy+Balkans+Morocco/Algeria+Libya+No enemy ships in Med sea zones, sz 13,14,15 [transports and submarines do not count]= 5 IPCs.

US/China
*Allied control of France = 5 IPCs
*Allied control of Phillippine Islands=5 IPCs
*Allied control of West US+Central US+East US= 5 IPCs
*Allied control of at least 3 of the following territories: Midway, Wake Island, Hawaiian Islands and/or Solomon Islands= 5 IPCs.


fixed and current

- D6 combat system similar to that used in Revised Ed., though Larry has left open the possibility of minor tweaks including the use of "special dice"

- The new turn sequence is: Germany, Soviet Union, Japan, UK, Italy, USA.

- Two setup scenario options: Spring 1941 and Spring 1942. The board graphics show 1941 ownership of territories.

- The Victory City concept has been maintained from Revised Ed. and will play an even larger role. Victory cities have been added, particularly in the Pacific, to make it more difficult for the Allies to ignore Japan. New victory cities include Warsaw, Ottawa, Honolulu, Hong Kong, and Sydney.

- New national objectives which award each nation an amount of bonus IPC for controlling a certain set of territories. These national objectives will encourage certain historical actions by nations, such as Italy trying to conquer Egypt or Japan attacking into the South Pacific rather than Russia.

- Technology has been revisited. Nations can now purchase "researchers" which assist them in rolling for technologies. There will be 12 technologies available.

- Strategic boming now functions drastically differently. Every strategic bombing "hit" reduces the unit production capacity of that industrial complex by 1. Once the damage to an industrial complex equals the value of the territory it is in, that industrial complex can no longer produce units. (i.e. if an industrial complex in Germany is bombed for 6 damage, it can only produce 4 units a turn until repaired). Damage to industrial complexes can be repaired for 1 IPC per damage point.

The maximum number of damage points an IC can sustain is twice the IPC value of the territory it's in. The number of damage points inflicted on the IC is subtracted from its production capacity.

If an IC in India is bombed for 4 points of damage, the owner must repair 2 of the damage points in order to produce one unit there. The owner must repair all four points for full production.

- The Pacific theater has been significantly re-balanced with the addition of China as a more active entity (controlled by the US player) and additional land and sea zones.

China and how its played:

- China as a minor power controlled by the USA player with its own Infantry sculpt. China has been broken up into 7 territories, each worth 1 IPC. China itself does not earn any IPC but gets one free infantry per turn per two Chinese territories that it controls.


1) The US player controls China, but it is treated as a separate power. It's similar to one player controlling both Germany and Japan in Revised. In this case, though, the US player has a little more flexibility.

First, weapons development is done for the US. Next, "purchasing" is done for both powers simultaneously (the US purchases units normally, while China gets one infantry for each two territories it controls).

He must choose :
option 1: do Chinese combat movement, then Chinese combat resolution, then American combat movement, then American combat resolution, or
option 2: American combat movement and resolution first, then Chinese combat movement and combat resolution.

2) The fighter that starts in China is considered to be Chinese for movement and attack purposes. Once it's gone, it can't be replaced.

3) one Chinese infantry appearing for every two territories China controls. (there are Qty (9) Chinese territories-7+2 controlled by Japan.)

Any number of new Chinese infantry can be placed in any Chinese territory. However, they can't be placed in territories that already contain three or more Chinese units.

Note: But as far as potential builds they are limited to one new infantry BUILD per territory under control.

China collects at 0 IPC. There is no Industrial Center in China in the starting set up. Also, apparently, the US may not build an Industrial Center in China.

There is no rule preventing Allied units from entering or overflying the Soviet Union, except of course the Chinese, who can't leave China.

- Indochina has been effectively split into 3 zones, with a Burma zone (2 IPC) between French Indochina and India, and a Hong Kong zone (1 IPC and victory city) between French Indochina and Kwangtung. Both of these zones start UK controlled.

- Europe has been extensively redrawn. There is now a new Northwestern Europe zone (2 IPC) between France and Germany bordering the North Sea giving the Western Allies a new zone to invade and providing for maneuver warfare on the Western Front.

- Eastern Europe and the Western area of the Soviet Union have a completely new layout to better represent the situation in the 1941 scenario and give more depth to the 1942 scenario, with a number of new and redrawn zones.

- The Scandinavian territory has been split into a Finland territory (2 IPC) and a Norway territory (2 IPC?).

- Leningrad, Moscow, and Stalingrad now all have industrial complexes and are all victory cities.

- The naval units have been heavily rebalanced with the addition of the cruiser unit.

- New Cruiser Unit, which will have 3/3 combat stats and cost 12 IC. Cruisers have the shore bombard ability.

- The rules for shore bombardment has been revised. The number of ships engaging in a shore bombardment cannot exceed the number of ground units conducting the invasion, i.e. if 2 ground units are conducting an invasion a maximum of 2 ships could conduct shore bombardment.

- The Destroyer now costs 8 and has 2/2 combat stats in addition to its ASW powers

- The submarine now costs 6 and has 2/1 combat stats. Submarines can no longer be attacked by aircraft unless there is also an attacking destroyer in that same zone.

- Transports now have no combat ability and are automatically destroyed if ever present alone with enemy units, including air units just flying through their zone. Destroying unescorted transports requires a dedicated combat action. Simply flying over them isn't enough.

How Transports work:
Transports have no attack or defense value. They can only be taken last as casualties, when there are no other eligible units. In effect, this means that once all the defenders capable of firing are gone, defending transports are "sitting ducks", and are automatically removed if the attacker presses the attack. In your example, the transports would survive, because both the attacker and the defender are wiped out.

Attacking transports are a little different. They still can only be taken last as casualties, so they can't act as cannon fodder. However, they can almost always retreat, so they are rarely defenseless. For example, say a fighter, a cruiser and 2 transports attack 3 destroyers while attempting an amphibious assault. If the fighter and cruiser both hit and all 3 destroyers hit, the defender loses 2 DDs, and the attacker loses the fighter, the cruiser and one transport. Since there's no reason to stick around, the attacker retreats with the 2 remaining transports. If for some reason the attacker couldn't retreat, the transports would be considered defenseless and eliminated also.

Their cost may also have been changed (not certain yet).

- Italy as a new Major Power with its own unique sculpts. Italy begins with Southern Europe, the Balkans, and Libya worth a total of 10 IPC.

- Italian pieces will a brownish color, barely differentiated from Soviet and Japanese pieces

- German pieces will be a dark shade of gray

- German fighters now use the ME-109 sculpt from "AA:Battle of the Bulge"

- The Black Sea will continue to be a freely accesible sea zone, with no restrictions on passage through the Dardanelles

- No convoy zones

- 24"x46" game board with over 65% more area than Revised Ed. and a substantial number of new zones

- The board will come in three pieces that will be joined to create the playing surface

- The land surfaces are now topographically rendered, with starting control for the 1941 scenario designated using light shading and national icons. Thus the 1942 scenario is set up with some territories already being occupied.

- The oceans are a lighter shade of blue than the dark shade used in the Revised Edition, but still slightly darker than the original Axis and Allies

- Over 600 plastic pieces, 60% more than Revised Ed.

- Paper money similar to the previous editions

- 48 page Rulebook

- Manufacturers Suggested Retail Price of $100.00 (though note online stores are selling it much cheaper, in the $70 range)

- Larry confirmed on April 25 that the game is finished and locked, no further changes will be made.

The games release is now 11-18-08
Last edited on 2008-10-09 18:27:38 CST (Total Number of Edits: 7)
Yukihiro Sakai
Germany

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http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5a...

above is a score sheet for new game. I will adjust it to include the technology so its easy to keep track.

I will make some other things as you know.


If you are going with new plano boxes for AA50 , here are some decals for national identification.

http://www.mediafire.com/?fdjnirzkeay

When we have more information ill make one for the new unit combat values and IPC costs, so its easy reference.
Darrell O
United States
North Little Rock
Arkansas
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patron070809
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Wow Thanks for the info. Your update has me totally excited about this edition.
Ryan Hanson
United States

Washington
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IL, thanks for working in my original databank post while removing all the obsolete bits from it at the same time. Excellent work on what is now the ultimate compilation of AA50 data!

The player aid is fantastic, and all the extra flavor information is a nice touch. Do you think you could post the values, starting unit positions, etc. that you are not sure about?

EDIT: I guess the map was made my Bluestroke, but perhaps you could answer the question anyways?
Last edited on 2008-09-18 13:49:41 CST (Total Number of Edits: 1)
Eric Larson
United States

Michigan
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I've bought all the other A&A games. I just can not seem to get excited about this one. With the option to play several games of WaS, why instead play just one game of A&A?
Yukihiro Sakai
Germany

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Quote:
The player aid is fantastic, and all the extra flavor information is a nice touch. Do you think you could post the values, starting unit positions, etc. that you are not sure about?


Bluestroke is working on this right now. He will make a map with both starting units for both scenarios. Ill post ASAP.

Plus other goodies.
Yukihiro Sakai
Germany

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http://img525.imageshack.us/my.php?image=aa50playersaidr4uni...

here is another effort with 1941 setup. Its about 99% accurate
Barry Kendall
United States
Lebanon
Pennsylvania
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designer
Much sounds good, like the AA gun fire restriction (no more pot shots at passing planes), shipyards, long-range planes and radar.

Single greatest disappointment: Hasbro continues to avoid controversy by excluding atomic weapon development. Pursuit of The Bomb was one of the enjoyable aspects of original Harris Designs' A&A.
Ryan Hanson
United States

Washington
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I don't know, I always kind of assumed "Heavy Bombers" roughly modeled the development of nuclear weapons, in an abstract sense. It is easily the most powerful single technology for any nation that has or can afford to build bombers.
James Reynolds
United States
San Diego
California
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I figured it represented the B-29 Superfortress not nuclear weapons.
Kevin Chapman
United States
Powhatan
Virginia
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Look at it this way: Is a nuclear bomb only twice as powerful as a conventional bomber's payload?
Ryan Hanson
United States

Washington
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Krieghund wrote:
Look at it this way: Is a nuclear bomb only twice as powerful as a conventional bomber's payload?


Of course not, but even a nation developing nuclear bombs could only build so many of them, and the program to build them was incredibly expensive. Strategic bombing was an evolution which led naturally to atomic weapons but which was already incredibly destructive even before they came on. Case in point is the Tokyo fire-bombing that killed 80,000 people and devastated huge sections of the city. So I'm not sure it needs to be clear whether or not it represents nuclear weapons; to me it simply represents both the doctrines and the technologies necessary to do massive damage via strategic bombing.

Thus, I am kind of angry that the technology also allows bombers to roll 2 dice in tactical combat as well. This seems like a pointless and overpowered addition to an already powerful technology, and I'm not sure what at all it is supposed to represent.
Willem Boersma
Netherlands

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I was so pleased when revised did away with the research system of the original. Now it seems it's back to its original system. I loved it when you could actually roll for what you wanted and not potentially come up with a development you cannot possibly use: Russia with super submarines, china with mechanised infantry?

What was wrong with the system from revised? Say " super submarines" was # 3 on the list. If you wanted them you needed to roll a 3. Any other die roll would mean no result....:(
Jan van der Laan
Netherlands
Leeuwarden
Friesland
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A bit of houseruling can fix this problem I guess.
Lawrence Botzet
United States

Washington
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boersma8 wrote:
I was so pleased when revised did away with the research system of the original. Now it seems it's back to its original system. I loved it when you could actually roll for what you wanted and not potentially come up with a development you cannot possibly use: Russia with super submarines, china with mechanised infantry?

What was wrong with the system from revised? Say " super submarines" was # 3 on the list. If you wanted them you needed to roll a 3. Any other die roll would mean no result....:(

Greetings,
remember you get to pick your chart for new tech.
chart A Land Units/Production modifiers or
chart B Naval/Air Units. This enhances the original idea, giving you the opportunity to stay in the realm of what you can use, like USSR, player would likely always choose from Chart A Land/Production and not worry about Chart B Naval/Air....
Selecting a Tech was too powerful IMHO,
one word Heavy Bombers -USA. I have played three games using the new rules as collected.
USA, never got Heavy Bombers...
yes, I was playing Germany, or Japan, so verrry nice.
Yukihiro Sakai
Germany

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made some changes to fact sheet. Game will be released 11-18 and not 10-23
Lawrence Botzet
United States

Washington
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Imperious leader wrote:
made some changes to fact sheet. Game will be released 11-18 and not 10-23

AAAAAAAAAAAH,pain, much pain.
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