axis and allies europe pbem

Axis and Allies Europe PBEM FAQ

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* RULE UPDATE: Avalon Hill has made two OFFICIAL rule changes.

1) Destroyers hit on a die roll of 2 or less when providing shore bombardment, NOT 3 or less.

2) The Soviet Patriotic War rule that allows Russia to replace Allied units with Russian pieces may ONLY be applied to Allied units in an original Russian territory that contains an Industrial Complex (Moscow, Leningrad, Stalingrad, Archangel).

BIDDING

Who plays Axis and who plays Allies is determined by a BID. A Bid is the number of IPC’s that the ALLIES receive as a Special Cash Advance at the start of the game (Special Cash Advance: see rulebook page 6 second column). The Allied side goes to the lowest bidder. The Axis will also receive their normal 12 IPC’s initial cash advance and the Ally bid will be the Allies cash advance.

After the Axis player has decided (place unit(s) and/or bank) what to do with the special cash advance, the Allied player will decide what to do with the bid (treated as the allies special cash advance).

DEFAULT ORDER OF LOSS (ool) SPECIFICALLY FOR AXIS & ALLIES EUROPE

No fighter(s) assigned to defend against SBR. Use special orders to do so.
If only sub(s) are presently defending, then those sub(s) that aren't hit will submerge, instead of counter firing.

AMPHIBIOUS ASSAULTS

Transports may NOT move into a sea zone containing enemy units and pick up its cargo before combat. You must resolve any sea battle that contains transport(s) partaking in an amphib assault "before" resolving the land battle which results from units being unloaded (amphib) from the tranport(s). If the sea battle is won, you must continue with the amphib assault. If you sent units into the territory from adjacent land territories, and/or sea zones and as a result of NOT being able to LAND the units for the Amphibious assault, then those units from other locations must still fight the intended battle. IF only units from adjacent land territories are able to attack (because sea battle destroyed amphib force), then it is turned into a normal attack WITH retreat option after one round.

AA GUNS

If an AA gun is captured, the capturer can't move the AA gun until their next turn begins (see rulebook, page 20, 2nd column). AA Guns that are "liberated" are returned to their original owner by the liberator.

RETREATS

Land units can retreat to "ONE" adjacent friendly territory where any of the attacking "LAND" units CAME from. You can only retreat to a territory that was friendly at the beginning of the turn (air units do not count for this). Exception: Ground unit retreats are prohibited if the battle is an amphibious assault. (page 9, 2nd column)

Air units can retreat to any friendly place they still have movement to land at that was friendly owned at the beginning of the turn. During a retreat air units are subject to aa gun fire. (page 9, 2nd column)

Naval units (Air units do not count for this) can retreat to ONE adjacent friendly (non occupied) sea zone from which any of the attacking units came. All retreating naval units must retreat to the same sea zone. (see rulebook, page 10, 2nd column)

SUB RETREATS

Defending Submarines are NEVER allowed to retreat from battle. They are allowed to submerge however, INSTEAD of returning fire. A defending submarine can do one or the other (submerge or defend) but not both. Only "attacking" subs have the option of retreating (shot AND get out of the fight) by submerging in the battle zone.

AIR VS. SUB COMBAT

At no time, can an aircraft fire upon a submarine, UNLESS any "friendly" Destroyer is present. Likewise, a submarine may NEVER fire upon aircraft. Submarines can be elected as casualties in a sea zone battle where there are multiple hits by aircraft, while a friendly destroyer is present. If there are no friendly destroyers in the sea battle, then hits by aircraft cannot be assigned to submarines. These extra hits would then be ignored. However, it should be noted that you must assign as many hits as possible to any other surface vessals (not subs) that may be present in the battle.

TRANSPORT UNLOADING

A transport CAN'T unload cargo into TWO differ territories during the same turn, however, they can pick up cargo from two differ territories. Transports that have UNLOADED cannot move or load anymore units for the remainder of the turn. It may unload part of its cargo in combat-phase and keep the rest aboard. It may unload the rest of its cargo (that didn't board the transport earlier in the turn) in the non-combat-phase, but only in the same territory as the "first" unloading took place. A transport that has been involved in a sea battle may unload units into an amphibious assault. Transports after being in combat can ONLY load OR unload after combat, they can't move anymore.

FIGHTERS ON ALLIED CARRIERS

If an aircraft carrier is part of an ATTACK and hit, any allied fighters on board that AC are also lost. They are considered cargo, not an attacking unit. (see rulebook, page 24, 2nd column).

Allied fighters defend normal when attacked while aboard a friendly carrier.

SUB STALLING:

This happens when a sub submerges and stalls an amphib assault. ONLY in Combat Movement Phase can an enemy sub move into an enemy occupied sea zone, and "submerge" without firing a shot (see rulebook, page 10, column 1). Only "SUBS" can make this move and submerge in the "Combat Phase" of their turn. This prevents any ground units, that are "not" ALREADY loaded onto transports located in that sea zone, from being loaded onto those transports (see rulebook, page 8, 1st column) and "moved" to other areas to initiate an amphib assault (STALLED).

SOVIET CONVOY AND ARCHANGEL:

Russia must have control of BOTH the convoy zone AND Archangel by the end of Russia's turn to get the income (4 ipc's) from the convoy.

ALL THE ISLANDS

All islands that AREN'T named, aren't in play (you can't use them).

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