Table TacticsTM Rules of Engagement
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New World OrderTM (page 1 of 5) Printer friendly page
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THIS VARIATION OF THE AXIS & ALLIES GAME WAS PLAY TESTED USING
THE 1986 SECOND EDITION RULES AND THE 1991 RULES CLARIFICATION.
WITH THESE CHANGES THE WEAPONS DEVELOPMENT OPTION WAS DROPPED.

THE OPTIONAL RULE OF RESTRICTED ATTACK IS USED.

NEW & OLD PIECES :   HOW THEY ARE USED
OLD PIECES
Industrial Complexes:
Cost & Operate under original game rules.
Antiaircraft Guns:
Cost, Move, Fight, & Operate under original game rules.
Battleships:
Cost, Move, Fight, & Operate under original game rules.
Aircraft Carriers:
Cost, Move, Fight, & Operate under original game rules.
Transports:
Cost, Move, Fight, & Operate under original game rules.
Submarines:
Cost, Move, Fight, & Operate under original game rules.
Infantry:
Cost, Move, Fight, & Operate under original game rules.
Plus Special Paratrooper Move:
1 Infantry unit can be picked up per Air Transport and dropped into
allied or enemy territory during peaceful or combat turn sequence.
When dropped they attack in the first round of combat. Also the
Air transport can land carrying this unit up to its maximum range.
Infantry are not considered onboard Air Transport once landed so
they defend separately.

Bomber:
The Bomber is now used as an Air Transport. It no longer has
any attack capability but can defend at a Die Roll of "1". Air
Transports cost 15 I.P.C.s and Move 6. When attacking they
drop their Infantry unit but are still considered over that territory
until the end of combat. They can be taken as a loss or retreat
when attack is broken off. Air Transports can pick up Infantry
at the beginning or on their way to the combat or allied zone as
long as it does not exceed its movement range. Air Transports
can not land on Carriers.

 

AXIS & ALLIESŪ is a registered trademark of Milton Bradley. RISKŪ is a registered trademark of Parker Brothers.
The use of Milton Bradley's or Parker Brothers' trademark by Table TacticsTM is not approved by these companies.
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