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Axis and Allies Naval Miniatures Quick Start Guide

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  • 7/30/2019 Axis and Allies Naval Miniatures Quick Start Guide

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    AGE 12+AGE 12+

    Quick Start GuideQuick Start GuideREAD THIS FIRST!

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    USS iowa (bb 61)

    0202

    The Miniatures Game RulesOpen the miniatures, the stat cards, and the dice. Pop out the damagecounters. Find one o the battle maps. You dont need the rulebook yet.

    Follow these steps in order.

    1. Get Ready

    Set up your rst battle.

    Choose Your Unit: One player chooses an Allied unit and the other chooses anAxis unit. Choose a unit with the Ship typedont pick a Submarine or an Aircrat.Each player takes the chosen miniature and the stat card that goes with it. (Theminiatures have collector numbers on the bottom that you can match to the statcards, which tell you the type and nationality o your miniatures.) Look at eachunits cost in the upper right-hand corner o the stat card. Units with higher costsare usually more powerul.

    Open the Battle Map: Unold one o the battle maps and place it ace up betweenyou and your opponent.

    Place Your Unit: Place the two Ships on the map in separate spaces (sectors)that are adjacent to each other. Dont place a miniature in a sector that containsan island or coastlineyou want the Ships out in open water. You can point theminiatures in any direction you like. Their acing doesnt matter.

    Read Your Stat Card: Take a moment to read any special abilities your unit has.Special abilities can change the way the Ship works. Some units dont have anyspecial abilities.

    Who Goes First? Each player rolls two dice and adds them together. This is calledan initiative roll. Whoever rolls higher gets to go second (reroll t ies). In typicalgames, going second is better because you can move ater you see where youropponents units are going.

    2. Surface Attack Phase

    Each players unit gets to re on the other players, using his or her Ships Gunneryattack or attacks. The rst player shoots rst, and then the second player shoots.However, damage isnt assigned until the end o the phase. Even i the rstplayers attack would destroy the second players unit, the second player stillgets to shoot back.

    When you make a Gunnery attack, ollow these steps.

    Which Attack Entry? Each Ship has Gunnery and Antiair attack values. SomeShips have multiple Gunnery attack values, an Anti-Submarine Warare (ASW)attack value, and/or a Torpedo attack value. These values are used or attackingdierent types o targets with dierent types o attacks. Since youre making aGunnery attack against an enemy Ship, start with the attack entry or your ShipsMain Gunnery attack. I you have more than one Gunnery attack, go ahead andmake those attacks too. I youre the rst player, you make all o your Gunneryattacks or the turn beore your opponent goes.

    01

    The Axis & Allies Naval Miniatures game lets you build your ownfeet and send it into battle. Youll need to combine Ships, Aircrat,Submarines, and aggressive tactics to win. This booklet shows youhow combat works, and once you know how units attack each other,learning the rest o the rules is a snap.

    MainGunnery

    SecondaryGun

    TertiaryGunner

    y

    Anti-AirGuns

    Anti-SubWeapo

    n

    AircraftMainGu

    n

    AerialBomb

    Torpedo

    Weapons Icons

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    Attack Value

    HMAS Canberra

    03

    Attack Value: Look at the value or your Ships Gunnery attack . Youll see that thevalue is dierent or attacks at a range o 0, 1, 2, or 3 sectors. Since the units are inseparate but adjacent sectors, they are 1 sector away rom each other. So, use therange-1 Gunnery attack value.

    Attack Roll: Roll a number o dice equal to your Ships range-1 Gunnery attackvalue against the enemy Ship. I you need to roll more than eight dice, just rollsome o the dice twice.

    Successes: For each roll o 4 or 5 you get, you score one success. For each roll o 6you get, you score two successes. Count your successes. For example, i you roll sixdice and they come up 2, 2, 3, 4, 4, 6, you get our successes.

    Compare Successes to Armor: Now, look at the enemy Ships armor and vitalarmor ratings. Compare the number o successes you scored with your Gunneryattack to those ratings.

    Miss: I the number o successes you rolled is lower than the target s armor rating,your attack missed and inficted no damage.

    Damaged: I the number o successes you rolled is equal to or greater than thetargets armor rating, your attack hits. Find a 1 Damage counter and place it acedown next to the aected unit.

    Destroyed: I the number o successes you rolled is equal to or greater than thetargets vital armor rating, the attack destroyed the target. Find a Destroyed counterand place it ace up next to the aected unit.

    End o Surace Attack Phase: Ater both players have rolled all their Gunneryattacks, fip all the damage counters ace up and apply each ones eects. (SeeEects o Damage, below.) I both units survived and at least one has a Torpedoattack, go on to the Torpedo Attack phase.

    04

    3. Torpedo Attack Phase

    Ater Gunnery attacks take eect, surviving units can make Torpedo attacks. Not allunits have a Torpedo attack, so make sure you check your units attack chart to seei it does. Just as in the Surace Attack phase, the rst player shoots rst and thesecond player shoots second. Damage isnt assigned until the end o the phase.

    When your unit makes a Torpedo attack, ollow these steps.

    Which Attack Entry? Find your units Torpedo attack value. I the attack chartdoesnt have a Torpedo entry, your unit doesnt have a Torpedo attack.

    Attack Value: Look at the value or your units Torpedo attack. Youll see that thevalue is dierent or attacks at a range o 0, 1, 2, or 3 sectors. Since the Ships are 1sector away rom each other, use the range-1 Torpedo attack value.

    Attack Roll: Roll a number o dice equal to your units range-1 Torpedoattack value.

    Successes: Each 6 you roll with your units Torpedo attack scores one Torpedohit. Each Torpedo hit deals 2 points o hull damage, although some units may havespecial abilities that increase or decrease Torpedo damage. Find the 2 Damagecounters and place one ace down next to the aected unit or each Torpedo hit yourolled.

    End o Torpedo Attack Phase: Ater both players have rolled their Torpedoattacks, fip all damage counters ace up and apply each ones eects. I both unitssurvived, go to the next turn.

    Effects of Damage

    Depending on how your and your opponents units ared against the Gunneryand Torpedo attacks, your Ships will be in one o our basic conditions.

    Undamaged: Your opponents attacks missed.

    Damaged: Your unit sustained damage. A Ship can withstand damage equalto its hull points beore its destroyed. For example, i your Ship has 3 hullpoints, it has to be damaged three times beore its destroyed. A damaged Shipsuers no penalties other than losing a hull point, unless its actually crippledor destroyed. However, some units may lose certain special abilities whenthey become damaged. You keep track o this by leaving the ace-up Damagecounters on or next to the ship.

    Crippled: Your opponents attacks reduced your Ship to only 1 hull pointremaining. For example, i your Ship has 3 hull points, its crippled when ithas been damaged twice. A crippled Ship suers several penalties. Reduce itsarmor, vital armor, and speed rating, and its Torpedo attack value each by 1 (toa minimum o 1). You also no longer score successes on an attack roll o 4 whenmaking Gunnery, Antiair, or ASW attacks with the crippled Ship.

    Destroyed: Your opponents attacks reduced your Ship to 0 hull points,or a single attack equaled or exceeded your Ships vital armor. Your Shiphas been destroyed.

    MainGunnery

    SecondaryGun

    TertiaryGunnery

    Anti-AirGuns

    Anti-SubWeapon

    AircraftMainGun

    AerialBomb

    Torpedo

    Weapons Icons

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    d3a "val"

    05 06

    More BattlesAter your rst ght, you can try other one-on-one ghts or small battles with a ewunits on each side.

    Movement: The Sea Movement phase takes place right ater the initiative roll. Aunit can move a number o sectors each turn equal to its speed. The rst player

    moves all o his or her units rst, and then the second player moves all o his or herunits. Aircrat have a speed o A because you can place an Aircrat on any sectoron the map each turn.

    Stacking: Each player can have only two Ships, one Submarine, and our Aircrat ina single sector. Your opponents units dont count against the stacking limit or yourunits. I Ships are in the same sector, those Ships are at range 0 rom each other.

    Dierent Ranges: I you place your units at dierent ranges, they ght dierently.Make sure you reer to the correct range or your attacks. For example, i your unit ismaking a Main Gunnery attack against an enemy Ship thats 2 sectors away rom it,use the third column on your units Main Gunnery attack chart entry.

    Submarines: Submarines are hard to attack. A unit can only attack an enemySubmarine i it has an ASW attack value or a special ability to do so. Youll noticethat ASW attacks are always range 0, so a unit must be in the same sector as aSubmarine to attack that Submarine. ASW attacks work like Gunnery attacks.

    Aircrat: When using Aircrat, you must add our phases to the game, consisting oan Air Mission phase, an Air Deense phase, an Air Attack phase, and an Air Returnphase. (See the rulebook or the ull Sequence o Play.)

    In the Air Mission phase, which occurs right ater both players move their units,

    both players take turns placing Aircrat in sectors with enemy units, starting withthe rst player. During the Air Deense phase, units with an Antiair attack may reon enemy Aircrat in their sector. Each unit can make one Antiair attack per turn.Then, in the Air Attack phase, Aircrat may attack enemy Ships and Submarines,using ASW, Bomb, Gunnery, or Torpedo attacks. For most Aircrat to attack, theymust be in the same sector as the unit theyre attacking. The Air Return phase iswhen you take your Aircrat o the battle map, simulating their return to a landbase or Carrier.

    Aircrat dont get damaged, but they can get aborted or destroyed. I an Antiairattack scores successes at least equal to the Aircrats armor rating, its attack isaborted, though it still may make its own Antiair attack. I this happens, place aace-up Aborted counter beside the aected Aircrat.

    An Antiair attack must get successes equal to or greater than that Aircrats vitalarmor rating to destroy it. I this happens, place a ace-up Destroyed counter besidethe aected unit. Apply the eects o Destroyed and Aborted counters at the end othe Air Deense phase.

    Your First Fleets

    Each Axis & Allies Naval Miniatures Starter Set contains at least three Axis andthree Allied units. However, the two orces are rarely o equal strength in a givenStarter Set. To create a air battle rom a Starter Set, compare the costs o your Axisunits to those o your Allied units. Use all the miniatures o the side whose costtotal is lower. For the other side, set aside miniatures as necessary to get as close aspossible to the lower total without going below that total.

    I you collect more miniatures, you will be able to build standard-sized feets. A feetwhose units total 100 points or less is suitable or the standard scenario (see theRulebook page 33).

    Expanding the GameWhen youre ready to use the expanded rules and learn about feet constructionand how to play dierent scenarios, look at the rulebook.

    4. Next Turn

    Each player rolls two dice again to see who goes rst. Continue the engagementwith a new Surace Attack phase and a new Torpedo Attack phase. Keep on ghtinguntil one Ship or the other is destroyed. Its possible that you and your opponentdestroy each others units in the same attack phase, in which case the player whodestroyed the Ship with the highest cost is the winner.

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