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? CONTENTS Gameboard Map 345 Plastic Playing Pieces Industrial Production Certificates (IPCs) 3 National Reference Charts National Control Markers National Production Chart Battle Board Task Force Cards 12 Dice Plastic Chips (red and gray) Those of you who have played the classic version of Axis & Allies should be familiar with the ma
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 3 STRATEGY – THE BIG PICTURE Japan wins the game by expanding her territorial gains, in particular the Dutch East Indies, and then holding them long enough to accumulate sufficient victory points to win. The British player must defend both India and Australia while simultaneously looking for opportunities to threaten Japanese territories.
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 4 GAME SETUP AND COMPONENTS 1. Pick a World Power. There are three world powers in the game. 3. Distribute National Control Markers (NCMs). Carefully punch out the NCM’s from the cardboard sheets. Each country has its own NCMs as shown here. Japan Great Britain controls two countries: India and Australia. The United States of America controls two countries: USA and China.
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 5 Place the British Convoy Center marker on the matching space. 6. The Gameboard The gameboard depicts the Pacific theater as of December 7, 1941. Five major economic centers are identified with national symbols representing Japan, India, Australia, USA and China. British Convoy Place a Japanese marker on the number "0" space of the red Japanese Victory Point track and another on the "6" space of the Kamikaze track.
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 6 Soviet Union and Himalayas: There are two beige territories on the gameboard (Soviet Union and Himalayas). Players may not move units into nor fly over either of these territories. Naval Bases and Air Bases Some territories contain Naval and/or Air bases. These bases provide movement advantages to friendly units. Air bases are explained on page 12. Naval bases are explained on page 24.
C O M B AT U N I T S LAND UNITS 7 INFANTRY MARINES 7. The Combat Units. Color: Each country has combat units with a different color. • Great Britain uses the tan units. • USA uses the green units, along with the dark green Infantry (US Marines). • China uses the brown units. • Japan uses the red units. Note: Antiaircraft guns and Industrial Complexes are all gray. All players share them. Type: There are three different types of units. • Land Units (infantry, U.S.
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 8 8. Plastic Chips Plastic chips are used as substitutes for combat units to save space in overcrowded territories and sea zones. One gray chip represents one unit and one red chip represents five units. Important: Stacked chips must always be topped off with the identifying combat unit piece. Diagram 3.
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 9 1 1 1 1 1 1 1 1 1 1 1 SEA ZONE 50 SEA ZONE 46 SEA ZONE 43 1 SEA ZONE 30 2 SEA ZONE 29 1 SEA ZONE 27 1 SEA ZONE 13 SUMATRA 2 JAVA 2 CELEBES 1 PAPUA 2 NEW BRITAIN 1 NEW ZEALAND 1 NORTHERN TERRITORY 2 2 WESTERN AUSTRALIA 3 NEW SOUTH WALES MALAYA 2 QUEENSLAND HONG KONG 1 TYPE OF UNIT SEA ZONE 54 1 1 2 2 SHAN STATE 6 1 1 BURMA BORNEO INDIA Diagram 4.
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 10 What to do on a Turn On your turn, follow the nine Phases as outlined below. When you’ve completed the entire Phase sequence, your turn is over. Play continues to the next designated player who then completes the entire sequence. When every player has completed an entire sequence, a round of play is over. It will take more than one round of play to determine a winning side. Order of Play 1. The Japanese player goes first. 2. 3.
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 11 on CAP may land on any friendly land territory that is adjacent to the sea zone OR any friendly aircraft carrier, island or island group that is within the sea zone. If a CAP fighter cannot land because there is no friendly landing area, then the fighter is lost and removed from play. Having landed, the fighter may then move as normal. CAP is explained in detail on page 24. PHASE 3.
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 12 Example: Sailing from the sea zone 34 to sea zone 38 is one sea movement. Diagram 7. Naval Movement Movement Summary The following rules apply to Combat Movement • You may move units into enemy-controlled territories that have no combat units, other than AA Guns and Industrial Complexes, to take control of them without fighting. (This is considered Phase 3 Combat Movement, but there is no combat to resolve in Phase 4.
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 13 Enemy aircraft must still use up one movement space to move to an enemy territory that contains an air base. Example: A fighter on New Britain can fly to sea zone 16, using up only one movement space, then on to the Gilbert Islands (one more movement), engage in combat, and return the same way.
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 14 Complexes may not be chosen as casualties. 4. Defender fires back. After the attacking player has fired, the defending player rolls one die for each defending unit, including any that were moved to the Casualties area. Units in the Casualties area still have their normal defensive value: 2 or less for infantry, 2 or less for armor and so on.
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 15 each attacking submarine. For every 2 or less rolled, the defender suffers a hit. Do not place any casualties on the Casualties area of the battle board. Instead, immediately remove them from play. They do not get a chance to counterattack. Note: The presence of an enemy destroyer in the battle negates all submarines’ first-strike ability.
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 16 adjacent friendly sea zone from which any of the attacking naval units moved through or came from. They must withdraw together to the same sea zone. The attacking units may not retreat to a sea zone that contains any enemy units, even if they came from that sea zone at the start of the turn. Note: Retreating is an attacker’s privilege only.
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 17 Once the sea zone is clear, the transports may be unloaded and the land battle begins. Any air units involved in the naval battle may not attack in land battle on the same turn. Note: After a naval battle, the attacker is allowed to call off the Amphibious Assault. He may not redirect it to another territory.
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 18 Amphibious Assault Example #2 Japan is attempting an Amphibious Assault in Queensland. Japan loads two infantry units into a transport in sea zone 27, and moves into sea zone 32, along with a submarine and a battleship. Diagram 11.
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 19 Multi-player Forces When Allied units are in the same territory or sea zone, a multi-player force is said to be present. Such forces may defend themselves together, but they may not attack together. British units may attack together – there is no difference between Australian and Indian forces.
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 B. C. 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.) 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.
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 21 KAMIKAZE (Japan only) Japan is allowed to make six Kamikaze attacks during the game. These attacks may only be made in sea zones that contain the Kamikaze symbol (sea zones 23, 24, 25, 35, 36 and 37). They may be used during any combat phase. If an allied player moves ships into one of the above sea zones, the Japanese player may announce, after all combat movement has been completed, that he intends to launch Kamikaze.
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 22 Liberating Allied Territories: If an Allied country originally controlled the captured territory, control returns to the original owner not the liberator. • If the defender is destroyed, the attacker may take control of the convoy route or center, as long as the attacker has a surviving warship.
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 23 Note: If a convoy center is successfully defended, then no adjustment of the NPC is necessary. the Japanese player loses 1 VP for every full 10 IPCs handed over. Convoy Routes If a convoy route is captured and the enemy controls the associated territory then the enemy’s National Production level is decreased. The capturing player does not increase his National Production level.
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 24 Move Units You may also move any, all, or none of your units that you did not move during the Combat Movement phase and did not participate in any battle during Resolve Combat. These movements help you prepare strong offensive or defensive positions, strengthen vulnerable territories, or reinforce units at the front.
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 25 sea zone with the CAP to engage the CAP, or to fly to an island within the sea zone to engage ground units there. This may or may not be part of a planned Amphibious Assault. As stated earlier, your CAP must land in Phase 2 of your next turn. Fighters on CAP may land on any friendly land territory that is adjacent to the sea zone or any friendly carrier, island or island group that is within the sea zone.
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 26 Combat Units Understanding the strengths and weaknesses of the various combat units is one of the keys to victory. A detailed description of each unit is listed below. Note: The attack and defense factors listed with each unit pertains to the number you must roll on a die to score a hit.
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 27 INDUSTRIAL COMPLEX Movement: 0 Attack Factor: none Defense Factor: none Cost: 15 (USA only) Description Industrial Complexes are special land units that do not attack, defend, or move. They may not be destroyed during the game. Industrial Complexes serve as a gateway for introducing new combat units onto the gameboard.
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 28 INFANTRY TANKS Movement: 1 Attack Factor: 1 Defense Factor:2 Cost: 3 IPCs Movement: 2 Attack Factor: 3 Defense Factor: 2 Cost: 5 IPCs Description These units are a good buy for a defensive position because each costs only 3 IPCs, and they defend with a die roll of 2 or less. Description Tanks cost more than infantry, yet they still defend with a die roll of 2 or less. Therefore, as defensive land units, tanks are the weaker choice.
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 29 Blitz Movement Example A Japanese infantry unit and a Japanese artillery unit both move one territory, from Manchuria to the Suiyuan. A Japanese tank performs a blitz, moving through Anhwe, a Chinese territory that is currently empty. The Japanese tank captures Anhwe without a fight and may join its fellow units for the battle in Suiyuan. Diagram 16. Blitzing 1 1 2 1 the transport moves.
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 30 move out of an enemy-filled sea zone and into a friendly or empty sea zone, where it may load or unload normally. A transport that moves in this way is not considered to have been in combat this turn. • A transport must unload all units into the same territory. It may not split units into two territories. • Transports may not attack, but may defend in sea zones. • Any land units aboard a transport that is attacked may not fire back.
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 31 It may still attack and defend normally. If hit a second time, the ship is removed. If it does not receive a second hit, it is considered repaired and turned upright at the end of the turn. BATTLESHIPS Movement: 2 Attack Factor: 4 Defense Factor: 4 Cost: 24 IPCs Battleships may also support attacks on enemy occupied coastal territories or islands. (See Amphibious Assaults section on page 16 for details.
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 32 AIRCRAFT CARRIERS Movement: 2 Attack Factor: 1 Defense Factor: 3 Cost: 18 IPCs Description Aircraft carriers have strong defensive capabilities. They may attack and defend only in sea zones. Carriers attack with a roll of 1 and defend with a roll of 3 or less. Aircraft carriers may carry (or provide landing spots) for up to two Allied fighter planes.
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 33 Japanese Destroyers A Japanese destroyer may transport one infantry unit. When loading or unloading an infantry unit Japanese destroyers follow the same rules as transport ships, summarized below. • A Japanese destroyer may carry an infantry across sea zones to other land territories and unload it there. • They may unload into a friendly territory during the Non-combat Movement phase.
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 34 • • Submarines are the only defending units in the game that may leave a battle (by submerging). Submerged submarines are not considered to be present in a sea zone in which they are submerged. Therefore, any naval unit may move into or through that sea zone and transports may load/unload during the Non-combat Movement phase. Japanese Submarines vs.
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 35 Following are some additional fighter plane rules: • Fighter planes on an island or island group do not take part in a naval battle in the adjacent, or surrounding, sea zone. • Fighters may not be sent on "suicide runs" where they go into combat with no place to land afterward. However, fighters may be sent on "risky" missions. These are combat movements that need an aircraft carrier to move (or survive) in order to land.
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