OK, here goes: an idea for an expansion on SBR and sub convoy attacks for AA50. I was planning to postpone posting this until it could be playtested, but discussions are already starting and I thought I might as well get some reactions here from you guys. The Convoy damage table maybe needs some explanation: I thought that Japan and UK should be more vulnerable to Convoy interdiction since they had to get all oil supplies by sea.
Economic warfare expansion to Axis & Allies Anniversary edition
Strategic bombardment
These rules replace the strategic bombardment section in the normal rules, as well as AA-gun rules when it comes to bombers and fighter doing SBR missions. If the defender intercepts the attack, the maximum possible damage is the IPC value of the area. If the defender doesn’t intercept, the maximum amount is twice the IPC value of the area. When attacking with Heavy bombers you now add two to each IPC damage roll instead of rolling two dice, and maximum IPC damage is twice the value of the area, even if the defender intercepts.
Interceptions and escorts:
If the enemy has a fighter in the IC area, he may choose to intercept. Turn one fighter upside-down to indicate that it is intercepting. One intercepting fighter intercepts any number of bombers. If there is at least one fighter in the IC area, the attacker may assign escorts to a SBR mission. The attacking player must designate one fighter to escort each bomber doing SBR that turn versus that IC area. An escorting fighter must move together with the bomber, and it can’t make any other attacks. If the SBR mission is escorted, one fighter in the IC area must intercept and the defender may choose to intercept with two fighters. Upside-down fighters may not be used in the “Combat Movement Phase”, but they may still move in the “Non-Combat Movement Phase”, defend normally and intercept enemy SBR. Upside-down fighters are returned to normal in the “Place Built Units Phase” in the controlling powers turn.
Air combat:
There is one air combat per bomber doing SBR. In air combat, you fight one round only and then proceed to roll for SBR damage if the bomber has survived. AA-guns fire at ‘1’ at bombers and doesn’t get to fire at escorting fighters. Bombers and fighters fire at a ‘1’. If intercepting with one fighter, the defender chooses hits. If intercepting with two fighters versus an escorted SBR attack, one of the fighters fire at the bomber and one at the escorting fighter. Jet fighters fire at a ‘2’ and may not be hit by bombers. If the defender has “Radar”, AA-guns fire at a ‘2’ at bombers and at a ‘1’ at escorting fighters.
Convoy interdiction
Instead of normal movement and attack, a submarine may perform a Convoy interdiction: all enemy ships including destroyers are then ignored and it has a move of three. A convoy interdiction is made against a sea zone with an enemy transport. The attacker may also attack with up to one bomber for each submarine doing a Convoy interdiction. Only submarines and bombers may take part in a Convoy interdiction attack.
Convoy combat:
One round of Convoy combat is fought in each sea zone attacked. If there are no bombers attacking, only one fighter for each defending destroyer may take part in Convoy combat. Submarines and bombers hit on a ‘2’. Destroyers and fighters hit on a ‘1’. Each hit versus the defender means one transport is destroyed. When all transports have been destroyed, the defender chooses hits from destroyers and carriers carrying fighters taking part in the combat. Super subs hit on a ‘3’, may never be hit by fighters and add one to the IPC damage roll.
IPC damage from Convoy interdiction:
After Convoy combat, roll one die of IPC damage per surviving submarine. IPC damage from Convoy interdiction is recorded like SBR damage. All Convoy damage must be repaired before specific units may be built. The units that are blocked by Convoy damage are listed in the Convoy damage table (below). If the defender has the “Shipyards” technology, it repairs two points of Convoy damage for each IPC spent. Convoy damage always affects the power having the highest number of transports in a sea zone. If several powers have the same number of transports in the sea zone, IPC damage is taken by the power with the most cash at hand at the start of the attack. The same applies to hits and hits are taken by the next highest IPC power if no units of the highest IPC power are present. The maximum IPC damage per turn is 10 IPCs per transport in the attacked sea zone.
Convoy damage table
Power: Unit production blocked:
Japan, UK Battleship, Carrier, Cruiser, Destroyer, Transport, Submarine,
Bomber, Fighter, Tank.
Germany, Soviet Union, Battleship, Carrier, Cruiser, Destroyer, Transport, Submarine.
Italy, USA
A&Aeconomic2.doc