Just thought I’d share what our group uses:
The max attack of all of your strategic bombers is capped at the number of enemy units.
It means massing them kinda sucks for attacking and defending.
Just thought I’d share what our group uses:
The max attack of all of your strategic bombers is capped at the number of enemy units.
It means massing them kinda sucks for attacking and defending.
Twix AA Rules - b1.4
Multi-Turn Battles (encourages a slower and wider front for large armies)
Place a marker for the defender of the territory to identify that the territory is engaged
Each battle only progresses one round per turn (attacking aircraft must retreat)
Each round of battle occurs during the original attacker�s combat phase
Ownership for NOs, IPC collection, and production does not occur in engaged territories
Defender Retreating (gives them an option � albeit a punishing one)
Defenders can retreat after any round of combat into any adjacent friendly zone
When defenders retreat, the attackers get one full round of attacks without retaliation
Capitals
Engaged capitals do not stop overall IPC collection; Captured capitals do not transfer IPCs
Capitals grant 20 IPCs when taken or re-taken
The person rolling chooses which units take hits (for realism and more interesting choices)
Aircraft dodge everyone (except fighters, AAA, AA guns, and ships) at 4
Non-aircraft dodge fighters at 3
Armor dodge inf/m.inf at 3
Land units cannot target artillery or AAA until there are no other ground units remaining
Sea units cannot target aircraft carriers until there are no other surface ships remaining
The roller can assign multiple hits to a single target (which may trigger multiple dodge rolls)
Units can fire in any order, but hits must be assigned to targets as they are rolled
Naval spotting (navy is less vulnerable)
Before general combat occurs in a sea zone, attackers must roll to spot the defenders in order for a battle to occur
A roll of 2/3/4 or less spots a defending navy of 0-1/2-4/5+ surface ships
Defending navies can choose to engage if they were not spotted
If a defending navy is not spotted and declines to engage, amphibious assaults still occur
Air interceptions (mimics air superiority, let�s fighters shoot down bombers before they bomb)
At the defenders choice, before any round of normal battle, all aircraft engage for 1 round
Strategic bombers roll at 1 in the air interception round
Turn order change (allows 2 players to have more consistent action in Europe 1940)
Germany goes after America (Russia -> US -> Germany -> UK -> Italy -> France)
Research (makes it simple and less swingy)
Each power rolls 1 die each turn. On a roll of 1 they pick a tech tree and roll to see which tech they get. You cannot research if you do not own your capital or it is engaged.
Combined Arms (boost to mechanized Infantry)
Mechanized infantry attack at 2 as well as allowing them to blitz with tanks
AAA (makes em useful)
Fires before each round (hits removed immediately) at up to 5 planes each
Battleships (the big guns)
Fire an extra shot before each round (only hits surface ships - hits removed immediately)
Cruisers (AA guns)
Cruisers, in addition to their normal attack, have AA guns which fire at up to 2 planes each
Facilities (airport, seaport, minor factory, major factory) can be destroyed
They can receive twice their max damage (12, 12, 12, and 40) and then are destroyed
Research Technologies
Country
Note: Multiple abilities that alter attack/defense/dodge do not stack (only the highest value is used)
Just curious if there ever will be one.
It seems like there is a consensus on battleships and cruisers being a little too expensive and other issues that could be fixed.
Anyone have any information on the subject?
I’ve played a lot of axis and allies with my local play group and we’ve decided on these house rules. I was wondering if some of the vets around here could comment on what they thought of them. A lot of the ideas were drawn from suggestions on these forums. We play mostly 1940 Europe.
Twix AA Rules - b1.0
Turn order change (Slight boost to the allies, allows 2 players to have more consistent action)
Germany goes after America (Russia -> US -> Germany -> UK -> Italy -> France) on Europe 1940
The person rolling chooses which units take hits (stops infantry hordes from protecting units)
The roller can assign multiple hits to a single target (which may trigger multiple dodge rolls)
Units can dodge by rolling 3 or less when
Fighters are hitting any non-aircraft
Bombers are hitting any aircraft or defending infantry
Land units (except AA) are hitting aircraft
Infantry/m.infantry are hitting tanks
Ground units cannot target artillery until there are no other ground units remaining
Sea units cannot target aircraft carriers until there are no other surface ships remaining
Air interception round (mimics air superiority, let�s fighters shoot down bombers)
If both sides of battle contain aircraft, all aircraft engage opposing aircraft for two rounds before the battle commences
First round contains only fighters
Second round contains all aircraft
Occurs before bombardments
Strategic bombers roll at 1 in the air interception round
AA guns (makes em useful)
Fire before each round (like surprise strike from subs)
The air battle during bombing raids may include AA guns (at a value of 1)
Naval spotting (let�s em survive)
Before general combat occurs in a sea zone, attackers must roll to spot the defenders in order for a battle to occur
A roll of 4 or less to spot a defending navy of 5+ surface ships
A roll of 3 or less to spot a defending navy of 2-4 surface ships
A roll of 2 or less to spot a defending navy 0-1 surface ships
Defending navies can always choose to engage the attacking force if they were not spotted
If the defending navy is not spotted and declines to engage, amphibious assaults still occur
Battleships and cruisers (the big guns)
Battleships and cruisers bombard before sea combat (just like amphibious assaults)
Occurs after air interception rounds
ALL bombardments only target surface ships or land units
Research (makes it simple and easy and interesting)
Each country rolls 1 die at the beginning of each turn. If they roll a 1 they pick 3 techs. They then roll to see which they get.
Each country can only receive 1 research max, and France cannot receive any
You cannot choose a research that another country already has (for variety)
You cannot pay for extra research anymore
Defender Retreating (Gives them an option � albeit a punishing one)
Defenders can retreat after a round of combat into any adjacent friendly zone
When defenders are retreating attackers get one full round of attacks without retaliation