![]() Remove the affected units from play and replace them with the same units of your own color. land unit into Soviet units if they are in a red territory. The Allies came to its rescue.ĭuring your mobilize new units phase, you can convert one U.K. With the Ukraine lost and factories moving east, the Soviet Union could neither feed nor rebuild itself. Once per turn you can build a maximum of two tanks for 4 IPCs each. It formed the bulk of Soviet tank strength and was more cost-effective than contemporary German tanks. Soviet tank development was lead to a medium tank destined to become a war winner. You may remove your industrial complexes during your mobilize new units phase in order to prevent them from being captured by an opponent. Whilst withdrawing from the front, the Soviets came to fight a war were they destroyed anything that might be useful to the Germans. Your infantry have a reduced cost of 2 IPC’s during this turn only, provided that only infantry are bought. ![]() Once per game you may declare a mass conscription during the purchase units phase of your turn. The Soviet Unions most valuable asset was its vast manpower reserves, conscription got untrained and many times unequipped infantry to the front lines. These units are locked in combat and can not move out of this territory before the opposing force is destroyed. ![]() Once per turn you may end a battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense, in any territory with existing Soviet control symbols shown on the game board (or red territory if you play A&A Revised). Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering. When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. If you prefer, you can roll randomly that number of times for each power. Each player chooses that many advantages for his or her power. If you want to use these optional rules, decide on the number of national advantages each power will get. ![]() These national advantages do also apply to A&A Revised, but should not be used in combination with any weapons development (only A&A Revised). A power may not share its national advantages with friendly powers. The following optional rules set out national advantages for each power in the game, simulating the historic strategies or benefits. Veteran players may wish to vary the play experience and a less experienced team of players need a bonus to weight a victory towards the Axis or Allies. National Advantages for A&A 1942 Version 1.1 ![]()
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