From: Ralph Boerke Subject: PC Version of Axis & Allies - MAP, 3rd Edition rules The Computer Gaming World article on the new PC Axis & Allies game to be released in 3rd quarter 98 (September). I have a picture of the map that is used and some notes on it. Polar ice will freeze up the like from Western Canada to the Atlantic. Where did this come from? A few minor changes. I think that South Africa can not be reached from India by a Fighter, IE a Transport can not pick up units on India and drop them in South Africa. South Pacific sea zones are not hindered by 'island unit' boxes. A bit wierd with the placement. A Transport on Hawaii can not dropoff units in Peru. A Transport in New Zealand can drop off units in Panama and even go through the canal with the one Panama Sea Zone option on. Here are some of the major changes. * Submarines do not withdraw after surviving but they may submerge. From Larry Harris (helped design the 3rd edition rules) from his original Nova version of the sub rules. * You may build multiple AA guns but only one fires in each space. Sort of makes sense. Not penalized by building too many AA Guns (made no sense - the police station ordered too many handguns so we lose the extras?) Would rather have seen multiple AAguns used to stop enemy SBRs. Just make the price higher or the effectiveness of the 2nd and 3rd AAguns different. * When you ship troops to another nationality then all units belong to that recipients nationality! Don't like this at all. Can see Fighters and Bombers being used by multiple powers in the same turn. Ie. USA Bomber on US owned Finland-Norway does a SBR on Germany and lands on Karelia, it is now a USSR Bomber and does a SBR on Germany on the USSR turn and lands on UK, then the UK does a SBR and lands on Finlad-Norway,... Ouch. * Battleships now require 2 hits to sink. This is I think from the Xeno expansion (maybe others thought this up before Frank Zenau did). I like this rule - I do not know what the abilities of he damaged battleship is or how much it costs to fix it - so it has potential to be a good rule. * Scorched Earth lets you destroy your factories thus denying them to the enemy. Makes sense. * You may officially play without tech development of Super Weapons. I do this in most games anyways (Tech costs too much anyways). * Japanese kamikazes have increased attack capability. Kamikaze was an original Nova optional rule that was used in Xeno's expansion. Glad Larry brought it back in. * Polar ice blocks move from Western Canada to the Atlantic Makes sense sort of. Did any ships ever travel from Vancouver to Halifax by the northwest passage in WWII? I do not think they did. * The Panama Canal may be either one or two sea zones. Why not leave it as two? Does it matter that much to make it one sea zone? If it is one sz then where do you place the ships? * You may prohibit the building of new industry. Bad rule for the Axis. Japan needs a facotry on the mainland to win. * Paratroop Units. Many players have used house rules for this. I first saw it in Gamer's Paradise exp #2. Is good for Germany - landing into Finland, Libya, and the UK! Comments? See my pages on the maps and the 3rd edition/PC version of A&A. -- Ralph Boerke tacit@kw.igs.net Axis&Allies http://www.kw.igs.net/~tacit/aanda/index.htm