Hasbro Axis AND Allies Europe
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Axis & Allies Board Game: Europe 1940WOC25524 Europe 1940 Axis and Allies Board Game by Wizards of the Coast Axis and Allies Europe 1940, designed and developed by Larry Harris, builds on the success of the acclaimed A&A Anniversary Edition. France appears for the first time in Axis & Allies and will represent a new playable ally! Italy will be included as a second Axis power along with Germany. Axis & Allies Europe 1940 features an oversized board that measures 35in wide by 32in high. With over 550 combat units, deluxe... Read more
Details
Brand: Avalon Hill
Part Numbers: 25524, 5511560, WOC 25524, WOC25524, WOC255240000
UPC: 653569478225
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| wepinet |
8:15am on Thursday, September 2nd, 2010 ![]() |
| Fast reliable seller I live in Eastern Europe, the The condition of the product as listed. Factory seal. The delivery. The best for what it is, BUT DONT BUY FROM AMAZON. | |
| weboffice |
8:29am on Sunday, May 16th, 2010 ![]() |
| The iPad is exactly what I expected, easy to use, very well executed so long as you understand that it is mainly a device to consume media. | |
| afterglow |
5:42am on Tuesday, March 30th, 2010 ![]() |
| Overpriced content consumption table. Very responsive touch screen, high res screen Content Consumption only. Not great value for money. No camera. | |
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Documents

Axis & Allies Europe August 2010 release date
Order Due Date: July 27, 2010
Product Release Date: August 24, 2010
Spring 1940
With the invasion of the Low Countries and the allied evacuation from Dunkirk, the German army is poised to march on Paris. Axis & Allies Europe 1940, designed and developed by Larry Harris, builds on the success of the acclaimed A&A Anniversary Edition. France appears for the first time in Axis & Allies and will represent a new playable ally! Italy will be included as a second Axis power along with Germany. The UK, USSR and the US find themselves vulnerable at this early and uncertain point of the war. Two new combat units that debuted in Axis & Allies Pacific 1940, Tactical Bombers and Mechanized Infantry, will also appear in this game. Axis & Allies Europe 1940 will feature an oversized board that measures 35 wide by 32 high. With over 550 combat units, deluxe game components and local storage boxes, this game will raise the standard established by A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, and convoy disruption will add even more depth and historical accuracy to this giant game. Finally, this deluxe theater-level game is designed to play together with Axis & Allies Pacific 1940. Together these two games will create the greatest Axis & Allies experience to date, with a combined board measuring 5 wide by 32 high and over a thousand sculptured combat units. Both games are designed to play alone or together to offer the 26 player global 1940 scenario, complete with weapons development, and national objectives.
Axis & Allies and its logo are trademarks of Hasbro, Inc. and used with permission. Wizards of the Coast is a
trademark of Wizards of the Coast LLC in the USA and other countries. 2010 Wizards.
KEY SELLING POINTS
Deluxe version of Axis & Allies Europe originally released in 1999. Stand alone game that can also combine with A&A Pacific 1940. Two new combat units: tactical bombers and mechanized infantry. New playable power: France. Updated Axis & Allies rules as debuted in Axis & Allies Anniversary Edition. Game board measures 35w x 32h. Designed to join with A&A Pacific 1940 board. Over 550 game pieces plus new models for tactical bombers & mechanized infantry. Designed for 2-6 players, ages 12 and up.
MARKETING SUPPORT
2010 consumer convention & event support. Web support, available at: axisandallies.com. Trade & consumer print and online advertising.
ORDERING INFORMATION
To order, please contact your authorized distributor or your Wizards of the Coast Direct Sales representative at 1-800-564-1636. To get a list of distributors contact our customer service department at 1-800-324-6496 or through the customer service website http://wizards.custhelp.com.
Item Axis & Allies Europe 1940
Contents
Game board, play components, rulebook, 550+ game pieces
Product Code
Weight
255240000
18 x 978-0-7869-5535-x 3.1 18.5 x 12.5 x 6.85
5.5 lbs
$90.00
Axis & Allies Europe 1940
2 games per case
11.5 lbs

Play using the competitive Axis & Allies Miniatures rules detailed in this book. Recreate historical battles and nd out whether you could have won if you had been in command. Collect the detailed and historically accurate World War IIera ghting vehicles, soldiers, and heavy guns represented by the prepainted plastic miniatures. Axis & Allies Miniatures Booster Packs, sold separately, provide more miniatures for collecting or for head-to-head play.
THE MINIATURES GAME RULES
World War II pitted the forces of the AxisGermany, Japan, Italy, and other associated countriesagainst the Allies, consisting primarily of the United States, the United Kingdom and her dominions, France, and the Soviet Union. This booklet provides the rules for fast, tactical miniatures battles (sometimes called scenarios) set in World War II. In a miniatures battle, an Axis army and an Allied army battle each other. The winner is the player whose army either takes control of the battleelds objective or destroys more of the enemy army. For other scenarios, see Scenarios on page 27, or visit www.axisandallies.com.
Getting Started
This Starter Set contains miniatures, stat cards, and two double-sided map sections, each a sheet overlaid with a grid of 3-inch hexagons (or hexes). To start playing the Axis & Allies Miniatures game, youll need to do the following. 1. Build an Army. One player creates an Allied army of 100 points or less. The other player creates an Axis army of 100 points or less. 2. Select a Battle Map Layout. Roll a die, and set up your map sections to match the appropriate battle map diagram. Place the objective counter in the hex indicated by the diagram. The different congurations are shown below and on the next two pages.
3. Flip a Coin. The winner decides whether to be the rst player or the second player. 4. First Player Deployment. The rst player picks one end of the battle map and deploys his or her army there. You can deploy your units anywhere within three hexes of your end of the battle map (half-hexes dont count). You may deploy your units in difcult terrain, but you may not deploy units in hexes that they cant enter, such as Vehicles in marsh hexes. 5. Second Player Deployment. The second player now deploys his or her army on the other side of the battle map. 6. Start Playing! Just follow the Sequence of Play on page 11. The half-hexes on the sides and ends of the battle map are completely impassable. You cant set up on a half-hex or move into one. (Whole hexes formed by the two half-hexes of adjacent map sections lining up are treated as normal hexes; you can deploy in them or move your units into them normally.) You cant move units off the outside edges of the mapthere is no way off the battle map.
This starter set contains four maps (Map 1, Map 2, Map 3, Map 4) that you can use to create your own scenarios.
CONFIGURATION 1: RIVER LINE
CONFIGURATION 2: VILLAGE SKIRMISH
CONFIGURATION 3: HILL 203
The color of each units stat card also identies which side it can ght forAxis units have gray stat cards; Allied units have green stat cards. Type This identies the basic type of the unit (either Soldier, Aircraft or Vehicle), which affects how the unit resists attacks and operates in difcult terrain. Some units also have additional terms that identify the specic subtype of unit. For example, the Panzer IV Ausf. F2 is a VehicleTank, while the ZIS-2 57mm Model 1943 is a SoldierArtillery. Year The year that this unit became generally available. For some scenarios, you can use only units that were available by a particular year (see Scenarios on page 27). Cost The number of points you pay to add the unit to your army. The standard army has up to 100 points of units. Speed The number of hexes the unit can move. Since a unit can move in the movement phase and choose to move again in the assault phase, the unit can actually move twice this distance in a single turn. Defense The number of successes that an attacker needs to roll to hit this unit. Units have two defense numbers separated by a slashthe rst number (front defense) applies to frontal attacks and the second number (rear defense) applies to other attacks. Attack vs. Soldiers The number of attack dice this unit rolls in attacks against Soldiers (and Aircrafts). The unit has a value for short range (in the same hex or 1 hex), medium range (24 hexes), and long range (58 hexes). Each attack die that comes up 4 or higher is a success. When attacking an Aircraft, units use their anti-Soldier attack values, but get a -1 penalty on each attack die. Attack vs. Vehicles Like Attack vs. Soldier, but used for attacks against Vehicles. Special Abilities Special attacks, qualities, limits, or commander abilities the unit has (see Special Abilities on page 26).
Flavor Text Some stat cards include a brief description of the units history or specications. This information follows the units special abilities. Set Icon/Collector Number/Rarity Symbol The icon tells you what set a miniature belongs to, such as the Base Set. The collector number lists the miniatures order in the set, as well as the total number of miniatures the set contains. The rarity symbol indicates how easy the miniature is to nd. There are three levels of collectability: common , uncommon , and rare.
Building an Army
In a battle, one player builds an Axis army, and the other player builds an Allied army. You can spend up to 100 points to build your army. Each unit has a cost shown on its base and on its stat card. Your army may not have more than 15 units in it. A stat cards face indicates whether the unit is an Axis or Allied unitAxis units have gray stat cards; Allied units have green stat cards. Base Set Sample Army (Allies) M4A1 Sherman 21 ZIS-2 57mm Model 1943 Antitank Gun 8 Red Devil Captain 7 Bazooka 4 M1 Garand Rie 4 Vickers Machine-Gun Team 8 KV-M3 Stuart 15 Total 99 points Army-Building Etiquette: Construct your army in secret, using the stat cards. Dont identify which units youre using yet; just keep your hand of stat cards ready. You reveal your army when setting up the battle. Dont forget to show your opponent any units that have atypical deployment rules (like Paratroopers, for example). If you deploy second, you may not change the composition of your army in response to your opponents deployment and unit selection. Different units contribute different strengths and weaknesses to any particular army. Antitank guns are very good against tanks, but fare poorly against enemy infantry and arent very mobile. Riemen are weak against enemy armor, but theyre cheap and plentiful, and can be very useful for holding difcult terrain or seizing the battleeld objective. Tanks are fast and hard-hitting, but theyre expensive, and they need open terrain to operate at full effectiveness. You may favor a balanced army that mixes unit types well, or you can gamble with an army thats heavy in one type of unit and light in others.
SEQUENCE OF PLAY
An Axis & Allies Miniatures game is played in turns. During each turn, players follow a sequence of play consisting of specic phases. A. Initiative phase (both players) B. First players movement phase C. Second players movement phase D. First players ight phase E. Second players ight phase F. First players airstrike phase G. Second players airstrike phase H. First players assault phase I. Second players assault phase J. Casualty phase (both players) K. End of Turn phase (remove Aircraft)
Initiative Phase
At the beginning of each turn, each player makes an initiative roll to determine who is the rst player and who is the second player for that turn. Roll two dice and add them together, and then add the best initiative bonus of any Commander in your army. (Disrupted Commanders dont count, but Commanders that havent yet been deployed do count.) The player with the highest result wins the initiative roll. If you have no Commander in your army, or if all your Commanders are disrupted, add zero. If you and your opponent each reach the same initiative total, the player with the better initiative bonus wins. If you have the same initiative bonus, reroll the tie. First and Second Player: If you win the initiative roll, you choose whether you will be the rst player or the second player for this turn. Sometimes its better to go second, since you can see where your opponent is moving and respond, but sometimes youll nd it advantageous to go rst. Attacks and damage are applied simultaneously to both sides in the casualty phase, so going rst doesnt mean that you will be able to shoot your opponents units before they have an opportunity to shoot back.
Movement Phases
During your movement phase, you can move any, all, or none of your units one at a time. Each unit can move a number of hexes equal to its speed (see Movement and Position on page 13).
Flight Phases
During your ight phase, you can place your Aircraft anywhere on the board. Aircraft with face-up Disrupted counters cant be placedyoull have to wait until the disruption wears off rst.
Airstrike Phases
During your airstrike phase, you can attack with each of your Aircraft. Hits scored in the airstrike phase are considered to be simultaneous with hits scored from normal attacks during the assault phase.
Assault Phases
During your assault phase, you can activate any, all, or none of your units. Each unit can either move, as in the movement phase, or attack an enemy unit (see Attack and Defense on page 15).
Scoring Hits: If you score hits on an enemy unit, place face-down hit counters on it to record the hits. The rst hit counter placed on a unit in the opponents assault phase is a Disrupted counter. The second hit counter placed on a Vehicle is a Damaged counter. The second hit counter placed on a Soldier or a Aircraft is a Destroyed counter. The third hit counter placed on a Vehicle is a Destroyed counter. Once a unit has received a Destroyed counter, further hit counters arent necessary. Hits add together this way even if they come from more than one attacker.
Hits, however, dont take effect until the casualty phase. Place new hit counters face down and ip them up during the casualty phase (see below). For example, if the rst player deals enough hits to the second players tank to destroy it during the rst players assault phase, that tank can still act normally on the second players assault phase. The tank isnt actually destroyed and taken off the board until the casualty phase.
Casualty Phase
In the casualty phase, both players apply the effects of damage dealt by enemy re in the airstrike and assault phases. Take these steps in the following order. 1. Remove current face-up Disrupted counters, including those from disrupted Aircraft that are off the battle map. Dont remove existing Damaged counters. 2. Flip over new hit counters. 3. If a unit has a Destroyed counter, its destroyed. Remove it from the battle map. 4. If a Vehicle has a single Damaged counter, its now damaged. 5. If a unit has a Disrupted counter, its now disrupted.
End of Turn Phase
At the beginning of the end of turn phase, remove your surviving Aircraft from the battle map. You wont be able to place disrupted Aircraft during your next ight phaseyoull have to wait until the disruption wears off rst. If its turn 7, the player who controls the objective at the end of this phase wins the game. The turn ends at the end of this phase.
Multiple Actions
If more than one thing can happen at the same time, the acting player decides what order they happen in. For example, you can activate your units in any order you please.
MOVEMENT AND POSITION
The hexes on the battle map mark the position of each of your units and regulate movement. Firepower is great, but most battles are won or lost by maneuverthe side that gets its units into a strong position and uses the terrain to its best advantage has a big edge in any ght.
ATTACK AND DEFENSE
In your assault phase, your Soldiers and Vehicles can re on enemy targets with machine guns, antitank guns, mortars, amethrowers, or whatever other weapon each of your units happens to be armed with. In your airstrike phase, you can attack with each of your Aircraft. You might also gain opportunities to re during the other players movement or assault phases if enemy units provoke defensive re from your units (see Defensive Fire on page 21). When you attack, consider these rules: Range and Attack Dice: Count the hexes from the attacker to the target. Check the attackers stat card to see how many attack dice you roll against a target of that type (Soldier or Vehicle) at that range. When attacking an Aircraft, units use their anti-Soldier attack values, but get a -1 penalty on each attack die. Attack Roll: Roll your attack dice. Each roll of 4 or higher is a success. If you score a number of successes equal to or greater than the targets defense, youve scored one or more hits. Line of Sight: The ring unit must have an unobstructed line of sight to the target its attacking. If the line between the center of the attackers hex and the center of the targets hex crosses through a hex with blocking terrain, the attacker cant attack that target. Cover Roll: If the target is located in difcult terrain, the defending player can make a cover roll to try to limit the effect of your attack. See Terrain on page 23 for more information on cover rolls. You may re on any enemy unit within range, as long as you can see it and have an attack value against it. If multiple enemy units are within range, you may choose which target your unit will attackyou dont need to shoot the closest enemy. You can shoot through enemy units and through your own units without penalty. Two Targets in the Same Hex: If two enemy units are located in the same hex, you can pick which one you want to re at.
Range and Attack Dice
Units in the Axis & Allies Miniatures game have attack values that rate their effectiveness against Soldiers and against Vehicles. The target units type determines whether you use the attacking units anti-Vehicle (against Vehicles) or anti-Soldier (against Soldiers and Aircraft) attack values. Attack values also vary with range; for most units, shorter-ranged attacks are more accurate and have a better chance of penetrating the targets armor, so the number of attack dice is higher for short-range attacks than long-range attacks. When counting the number of hexes to the target, count the hex that the target is in, but dont count the hex that the attacking unit is in. There are three ranges. Short Range: 0 (in the same hex) or 1 hex Medium Range: 24 hexes Long Range: 58 hexes
LINE OF SIGHT
MG-42 Machine-Gun
Panzer PAK 38 Bazooka
Red Devil Captain
M1 Garand Rie
Line of Sight No Line of Sight Sherman
Line of Sight between two units is blocked if a hill, forest, or town hex lies between them. Draw an imaginary sight line between the centers of the units two hexes. If the sight line passes through a hill, forest, hedgerow, bluffs, or town hex, line of sight is blocked. The hex that the attacking unit is in and the hex that the target unit is in do not block line of sight. If the sight line touches a blocking hex without entering it, that hex doesnt block line of sight. Line of sight works in both directions. The MG-42 Machine-Gun Team has line of sight to the Bazooka. The town hexes block line of sight to the Red Devil Captain and the M1 Garand Rie. The PAK 38 has line of sight to the Red Devil Captain, but town hexes block line of sight to the Sherman and the Bazooka. The Panzer has line of sight to the M1 Garand Rie, but not to the Bazooka.
ATTACK EFFECTS
At the start of the casualty phase, ip up any face-down hit counters that have been placed on your units.
Disrupted
A unit with a face-up Disrupted counter is disruptedpanicked, pinned down, disoriented, or generally unhappy. A disrupted unit: suffers a 1 penalty on each attack die; suffers a 1 penalty to defense; cant move; and cant make defensive-re attacks. Recovery: A unit with a face-up Disrupted counter recovers from being disrupted at the start of the next casualty phase. In other words, disruption normally lasts 1 full turn.
Damaged
A Vehicle that receives two simultaneous hits during the airstrike and/or assault phase gets a face-down Disrupted counter and a face-down Damaged counter. When hit counters are ipped over during the casualty phase, a Vehicle with a face-up Damaged counter becomes damaged. Damaged Vehicles continue to function, but not as well. A damaged Vehicle: suffers a 1 penalty on each attack die; suffers a 1 penalty to defense; and suffers a 1 penalty on speed. If a damaged Vehicle would receive another Damaged counter, it gets a Destroyed counter instead. Soldiers and Aircraft dont receive Damaged counterstwo simultaneous hits results in a Destroyed counter instead. Disrupted and Damaged: A Vehicle that is both disrupted and damaged at the same time suffers each penalty only once. It has a 1 penalty on each attack die and on defense.
Destroyed
A Soldier or Aircraft that receives two or more simultaneous hits gets a Destroyed counter. A Vehicle that receives three or more simultaneous hits gets a Destroyed counter. If a damaged Vehicle would receive another Damaged counter, it gets a Destroyed counter instead. When hit counters are ipped over during the casualty phase, remove all units with Destroyed counters from the battle map.
DEFENSIVE FIRE
Its dangerous to get too close to enemy units or try to move past them as if they werent there. Defensive re is a special attack that a unit gets to make when an enemy moves into or past its hex. A successful defensive-re attack disrupts the target. Since disrupted untis cant move, this normally ends that units movement.
Provoking Defensive Fire
A unit provokes defensive re when it moves from one hex adjacent to an enemy unit into another hex adjacent to that same enemy unit. The hex a unit is in counts as adjacent to that unit. Soldiers and Vehicles: Soldiers dont provoke defensive re from Vehicles. They can move around an enemy tank or even enter its hex without getting shot at by that Vehicle. Soldiers can exploit enemy Vehicles blind spots to move safely around them, but enemy Soldiers see them just ne. Aircraft and Antiair: If an Aircraft is placed in a hex adjacent to a unit with the Antiair ability, then the Aircraft provokes a defensive-re attack from that unit. Other than the condition that provokes it, this attack is a normal defensive-re attack. Defensive-Fire Limit: A given unit can make only one defensive-re attack per phase. For example, a US bazooka team res defensively against a German tank in the Axis players movement phase, but when a second German tank moves into the bazooka teams hex in the same movement phase, the bazooka team cant use defensive reits already red defensively this phase. During the Axis players assault phase, the bazooka team will be able to use defensive re again. Optional Defensive Fire: You arent required to use your defensive re if you dont want to. For example, if your opponent moves a weak unit to provoke defensive re from one of your units, you can choose to hold your re and let the weak unit pass in order to be able to use defensive re against a more dangerous enemy moving later in the phase. Multiple Defensive Fire: If more than one unit has the option to take defensive re, you can make one units attack before deciding whether the other units also attack.
Sherman
PAK 38
A unit provokes defensive re when it moves from a hex adjacent to an enemy unit into another hex also adjacent to that enemy unit. The attacking unit can attack the moving unit either in the rst or second hex. A defensive-re attack disrupts and stops the target immediately if the number of successes equals or exceeds its defense. 1) The Sherman provokes defensive re from the PAK 38 when it moves from one hex adjacent to the gun into another. The Axis player can choose to attack the Sherman in either hex. Since the Sherman must face the direction it is moving, an attack into the rst hex would be against its front armor and an attack into the second hex would be against its rear armor. In either case, the Sherman gets to make a cover roll to attempt to negate the defensive-re attack. The Axis player takes neither shot, deciding to save the PAK 38s defensive-re attack until later in the phase. 2) The Sherman turns and moves into another hex. It provokes defensive re again because it is moving from one hex adjacent to the PAK 38 into another hex adjacent to it. The Axis player chooses to open re when the Sherman is clear of the town hex, so the PAK 38 can get a rear shot with no cover. The PAK 38 rolls 11 attack dice against Vehicles at close range. If the Axis player rolls at least 4 successes (to match the Shermans rear defense), the Sherman is disrupted immediately.
Defensive-Fire Attacks
A defensive-re attack is a lot like a normal attack except that the best result is disruption and that effect takes place immediately instead of taking place in the casualty phase. Targets Hex: A unit can make a defensive-re attack against the moving unit either in the hex it started in or the hex it is moving into. For example, if an enemy unit started in a clear hex next to you and moved into a forest hex next to you, you decide whether to make the defensive-re attack while the enemy unit is in the clear hex or in the forest hex. Vehicle Facing: If the unit provoking defensive re is a Vehicle, face it so that it points toward the hex it is entering or away from the hex it is leaving. Use that facing to determine whether defensive-re attacks apply to its front defense or rear defense. Defensive Fire Causes Immediate Disruption: If a defensive-re attack scores a number of successes equal to or greater than the targets defense, the target is disrupted immediately.
Place a face-up Disrupted counter on the unit. Disrupted units cant move, so the targets movement is stopped. Face-up Disrupted counters are removed at the start of the next casualty phase, as normal. Multiple Defensive Fire: If the target provokes defensive re from more than one enemy unit, then more than one unit can attack. Multiple disruption results, however, dont add together. If more than one Disrupted counter is placed on a unit, they all are removed at the beginning of the next casualty phase. If more than one unit can make a defensive-re attack, all units that are shooting at the moving unit while its in the rst hex attack rst. Then any units making attacks at the unit in the second hex make their attacks. Cover against Defensive Fire: If the target is in defensive terrain and succeeds at a cover roll, then the effect of that defensive-re attack is negated. Aircraft: An Aircraft cant make defensive-re attacks against Soldiers and Vehicles that move between hexes adjacent to the Aircraft.
TERRAIN
Making the best use of the battleeld is one of the oldest and most effective ways to secure victory. Terrain features have three major effects on the Axis & Allies Miniatures battleeld: they block line of sight, they impede movement, and they provide protection for units concealed in that terrain. There are three basic types of terrain: normal terrain, hex-side terrain, and fringe terrain.
A unit cant cross a stream without succeeding at a movement roll. In the same way, a Vehicle cant enter a forest hex without succeeding at a movement roll. If you roll 4 or higher on its movement roll, the unit moves normally. If you roll 3 or less, it stops moving in the hex it was attempting to leave. Multiple Movement Rolls: If moving into a hex requires two movement rolls, the unit must succeed at both. A Vehicle crossing a stream into a forest hex has to succeed at two movement rolls. Failure on either roll stops the unit in the hex it was attempting to leave. Movement Rolls and Defensive Fire: Attempting to leave a hex and failing doesnt provoke defensive re even if succeeding would do so. Movement Rolls Through Difcult Hex Sides: Some hexes have terrain along their hex sides that makes it difcult for units to cross. Hedges and streams can be found on the boundaries between some hexes, while a bluffs hex has cliffs inside the hex along one or more of its hex sides. Moving a unit through one of these hex sides usually requires a movement roll of some kind. Hedges: Hedges run along hex boundaries. Unlike bluffs, hedges are considered to be in neither of the hexes that the hedge dividesthey are hex-side terrain. A unit cant cross a hedge without succeeding at a movement roll at a -1 penalty (it must roll 5+ to cross). Units with the Brushcutters ability make this movement roll at +1 (must roll 3+ to cross). Bluffs: Soldiers cant enter or exit a Bluffs hex through a hex side with a cliff along it without succeeding at a movement rollthis represents the Soldier having to climb the bluff to get into or out of the hex. Vehicles cant enter or exit a bluffs hex through a hex side with a cliff along itthis type of obstacle is impassable to Vehicles.
Impassable Terrain
Vehicles cant enter marshes or water. They also cant enter or exit a bluffs hex if they would cross a hex side with a cliff along it. Soldiers cant enter water.
If a unit moves along a road, each hex only counts as one hex even if the prevailing terrain in the hex is double cost. A unit doesnt need to make movement rolls when moving along a road even if it crosses a stream or enters a forest. A unit moving along a road can enter a hex of impassable terrain. It can only exit the impassable hex along the road. Moving along a Road: A unit is moving along a road if it moves between two adjacent hexes and those two hexes are connected by a road.
Road Bonus: Each phase, the rst hex that a Vehicle moves along a road is free. It doesnt count against the number of hexes the unit can move.
When you attack an enemy unit that is in defensive terrain, the defending player may make a cover roll to try to limit the effect of your attack. See the Terrain Effects chart on the back cover. Making a Cover Roll: When you are attacking a unit in a forest, hill, marsh (Soldiers only), Shell hole (Soldiers only) or town hex, the defending player may make a cover roll. If the defending player succeeds on the cover roll, the effect of your attack is limited to disruption. To succeed on the cover roll, the defending player must roll 4 or higher if the target is a Soldier, and 5 or higher if its a Vehicle. Each individual unit attacked while in defensive terrain makes a separate cover roll each time its attacked. Hedges: If you are attacking an enemy unit that is in a hex with a hedge on one or more of its hex sides, and the line of sight for that attack passes through that hedge, the defending unit has cover and may make a cover roll. Bluffs: If you are attacking an enemy unit that is in a bluffs hex, and the line of sight for that attack passes through a cliff in that bluffs hex, the defending unit has cover and may make a cover roll. However, if a unit in a bluffs hex attacks a target in another bluffs hex, then the target unit doesnt have cover. Effect of a Cover Roll: It the opponent succeeds at the cover roll, then the effect of your attack is limited to disruption. If you roll the targets defense or higher, place a face-down Disrupted counter on the unit. If the unit already has a face-down Disrupted counter, dont place another counter. Target in the Same Hex: If the attacking unit is in the same hex as the target, the target suffers a 1 penalty on the cover roll. Cover and Defensive Fire: A successful cover roll against defensive re negates the attack instead of limiting its effect to disruption. Roads: Roads have no effect on cover.
Terrain Types
Axis & Allies Miniatures battleelds include clear hexes, forests, hills, towns, marshes, water, streams, bluffs, hedges, shell holes, and roads.
Clear Clear hexes represent open elds, meadows, plains, or similarly open ground. Clear hexes have no effect on movement or line of sight, and dont provide cover. Forests Forest hexes include woods, orchards, hedgerows, or heavy brushland. Hills Hill hexes include rolling hills, broken terrain, rocky or stony slopes, and other generally rough terrain. Marshes This sort of terrain consists of wetlands, swamps, bogs, and other muddy areas.
Hedges Hedges provide excellent cover and are surprisingly difcult to move through. Towns Any collection of buildings could be represented by a town hex, from farmhouses and grain elevators to a picturesque French or German village. Streams Streams on the map represent signicant obstacles to movement, small rivers that might be 30 or 40 feet wide and 3 to 5 feet deep. Roads Roads may be dirt, gravel, or paved.
Water These hexes represent ponds or lakes deep enough to prevent the passage of anyone who isnt in a boat. Bluffs Bluff hexes represent areas of generally open ground with steep cliffs, bluffs or escarpments along some of their edges. Shell Holes This type of terrain consists of craters, depressions, and holes caused by previous artillery barrages.
SPECIAL ABILITIES
Many units have special abilities.
Special Ability Denitions
Most special abilities are dened on the stat cards themselves. Those that require more explanation are described in the glossary at the end of this rulebook. Attack Dice: When a special ability grants a bonus or penalty to each attack die, the bonus or penalty applies to each die roll. For example, an attack roll of 4, 4, 3, 1 (two successes) becomes 5, 5, 4, 2 (three successes) if a unit gets a +1 bonus on each attack die. Numbers on Attack Dice: Some special abilities refer to numbers rolled on attack dice. These are the numbers rolled on the dice before any bonuses or penalties are applied. Negative Special Abilities: Some special abilities are disadvantages rather than advantages. Abilities Trump Rules: When a special ability and a general rule contradict each other, the special ability wins. Cant Trumps Can: As a general rule, if one ability says something can happen and another ability says it cant, the cant ability usually wins. Some special abilities prohibit actions by letting a unit ignore cover, hit counters, or other effects. If an attack ignores cover, the defending unit doesnt get to make cover rolls. For example, the sIG 33s Bombardment ability says that this units attacks ignore cover (meaning that units it attacks cant make cover rolls), while the Type 95 Ha-Gos Forest Camouage ability says, While this unit is in a forest hex, it automatically succeeds at cover rolls against long-range attacks. In this case, if the sIG 33 attacked a Ha-Go in a forest hex at long range, the Ha-Go wouldnt get to make a cover roll, even though the Forest Camouage ability says it can. Instead of Attacking: Some special abilities tell you to do something instead of attacking and replace your normal attack with some other effect. In these cases, the effect
that happens instead of attacking is considered to be an attack if it results in you rolling attack dice. Extra or Additional Actions: Some special abilities allow a unit to make additional attacks, move extra hexes, or otherwise do extra things. Complete any such extra actions as part of activating that unit. You cant save those extra actions to use in another part of the turn. Special Abilities of the Same Name Dont Add Together: For example, if two Commanders with the commander ability called Tally-Ho! could both provide a bonus to a single Soldiers speed, use only one Commanders bonus instead of both of them.
In the special case of when a unit in a bluffs hex attacks a target in another bluffs hex, then: any cliffs crossed by that attacks sight line dont block line of sight for the attack; and the target unit doesnt have cover.
Bridge Demolition (special ability): Instead of moving or attacking in its assault phase, a unit with this ability can attempt to destroy a bridge in its hex. If the bridge is destroyed, units must make movement rolls to cross the stream it spanned. The road is considered to be broken at this point. commander ability: The special bonus or advantage conferred by a Commander. Some commander abilities have a limited range.
Duplicate bonuses from commander abilities never stack. A single unit can benet from any number of commander effects at the same time, but if more than one grants a bonus to the same roll or statistic, only the highest bonus applies. A Commanders commander abilities dont function when the Commander is disrupted or destroyed.
cover: A Soldier or Vehicle located in a hex lled with defensive terrain gains cover. When you attack a unit that has cover, the defender can make a cover roll to limit the attacks effect. Aircraft never have cover. cover roll: The roll a unit in defensive terrain makes when attacked. If the defending unit succeeds on its cover roll, the attack is limited to disruption for regular attacks and negated for defensive-re attacks. Vehicles normally succeed on 5 or higher and Soldiers succeed on 4 or higher. If the attacking unit is in the same hex as the target, the target suffers a 1 penalty on the cover roll. damaged: A Vehicle that receives two simultaneous hits gets a face-down Damaged counter as well as a face-down Disrupted counter. When hit counters are ipped over during the casualty phase, a Vehicle with a face-up Damaged counter becomes damaged.
A damaged Vehicles speed and defense (front and rear) drop by 1. A damaged Vehicle suffers a 1 penalty on each attack die. If a damaged Vehicle would receive another Damaged counter, it gets a Destroyed counter instead. Attack and defense penalties from disruption and damage dont add together. A Vehicle that is both disrupted and damaged still has only a 1 penalty on attack dice and defense. Soldiers and Aircraft dont get damagedtwo simultaneous hits result in a face-down Destroyed counter instead.
defense: A units resistance to attack. If the number of successes scored by an attacking unit equals the defending units defense, the unit suffers one hit and usually gets a Disrupted counter.
If the number of successes scored by an attacking unit is higher than the targets defense, the unit suffers two hits. Two hits usually result in a face-down Damaged counter for a Vehicle, a face-down Destroyed counter for a Soldier or Aircraft, or a face-down Destroyed counter for a damaged Vehicle. If the number of successes scored is equal to or greater than double the units defense, the unit suffers three hits and gets a face-down Destroyed counter. Units have two defense numbers separated by a slash (/). The rst number is the units front defense and the second number is its rear defense. If a units defense drops to 0, it is destroyed by a single hit.
defensive re: A free, immediate attack that a unit provokes if it moves from one hex adjacent to an enemy unit to another hex also adjacent to that enemy. The effects of defensive re are resolved immediately. If a unit is hit by a defensive-re attack, it gets a face-up Disrupted counter that takes effect immediately. Since disrupted units cant move, a unit hit by a defensive-re attack is stopped. If a move provokes more than one defensive-re attack, determine the results of the attacks one at a time.
Attackers may attack the moving unit either before it leaves the rst hex or after it arrives in the second. If more than one unit can make a defensive-re attack, those units attacking the moving unit while its in its original hex attack rst. If the moving unit is stopped in its hex, as a result of being disrupted, then enemies cant attack it in the next hexit never gets there. Soldiers dont provoke defensive-re attacks from Vehicles. Units with special abilities that allow them to move while disrupted are not immobilized by defensive re. Aircraft cant make defensive-re attacks against Soldiers or Vehicles that move between hexes adjacent to the Aircraft.
defensive terrain: Terrain that grants cover, such as forests, hills, marshes, and towns (and hedges and bluffs if certain conditions are met). A unit that is attacked while in defensive terrain can make a cover roll to limit the effect of the attack to just disruption, or negate it entirely if its a defensive-re attack. destroyed: A Vehicle that receives three or more simultaneous hits gets a Destroyed counter. A Soldier or Aircraft that receives two or more simultaneous hits gets a Destroyed counter. If a damaged Vehicle would receive another Damaged counter, it gets a Destroyed counter instead.
When hit counters are ipped over during the casualty phase, remove all units with Destroyed counters from the battle map.
disrupted: The rst simultaneous hit counter that a unit receives during an opponents assault phase is a face-down Disrupted counter. Hit counters are turned face up during the casualty phase. If a unit is hit by a defensive-re attack during its movement phase, it gets a face-up Disrupted counter. If a unit has a face-up Disrupted counter, it is considered to be disrupted.
Technical specifications
Full description
WOC25524 Europe 1940 Axis and Allies Board Game by Wizards of the Coast Axis and Allies Europe 1940, designed and developed by Larry Harris, builds on the success of the acclaimed A&A Anniversary Edition. France appears for the first time in Axis & Allies and will represent a new playable ally! Italy will be included as a second Axis power along with Germany. Axis & Allies Europe 1940 features an oversized board that measures 35in wide by 32in high. With over 550 combat units, deluxe game components and local storage boxes, this game will raise the standard established by A&A Anniversary Edition. Finally, this deluxe theater-level game is designed to play together with Axis & Allies Pacific 1940. Together these two games will create the greatest experience to date. Both games are designed to play alone or together.
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