• This is a very early version of LL offered back in mid 1990’s

    From: Roger Coop rogercoop@aol.comSubject: Axis & Allies Variant (without luck)

    AXIS & ALLIED LUCKLESS VARIANT

    BASIC CONCEPT Rather than rolling dice for each round of combat, add up the
    combat values of all units. This total is the total number of damage points
    (DP) inflicted. For every 6 DP, 1 enemy unit is destroyed, with the balance
    being carried over to the next round. Damaged units may have reduced
    effective, or cost IPC’s to repair.

    LEFTOVER DAMAGE When the battle is over, the leftover damage is handled as
    follows. The damaged unit can be repaired at a cost of 1/6 the units damage
    per DP. The decision to repair damage must be made immediately. If the unit
    has 1 or 2 DP, it can be repaired on the spot. If the unit has 4 or 5 DP it is
    removed from the map and comes back during the owner’s next build phase.  If
    the unit has 3 DP, it is repaired on the map if it is a defender and rebuilt
    if an attacker. You may choose to sacrifice the unit and pay nothing.

    ROUNDING Round to the nearest whole number. Round halves against  the attacker
    and in favor of the defender in all circumstances

    INEFFECTIVE If the attackers have 3+ DP of leftover damager at the end of the
    round, 1 attacking unit can’t fire. If the defender has 4+ DP of leftover
    damage, 1 defending unit can’t fire. [Therefore to destroy the defenders in 1
    round, the attacker must have an attack value = 6 x # of defenders -2]

    PRODUCTION A player does not have to decide his production at the start of the
    turn. Instead, choose your units when you place them. Units which you had to
    rebuild because of damage are counted against build limits. Note that units
    are rebuilt during the same player-turn when they were damaged (for the
    attacker).
    (The build phase is moved because you could work out all the consequences of
    your attack anyhow, so it saves work to choose units at the end)

    STRATEGIC BOMBING Each bomber inflicts 3 IPC’s in losses. The bombers take
    damage normally from the AA fire.

    AA FIRE If aircraft are attacking without the support of ground units, damage
    is inflicted by the AA fire normally. Otherwise, total the attack values of
    the all the aircraft and reduce it by 6. AA damage must be repaired normally
    at the end of the battle with 1 plane shot down for every 6 DP. If any attack
    starts with supporting units, but they are destroyed, starting treating the AA
    damage as normal damage

    SUBMARINES Submarines may only damage ships so if they fight alongside other
    units, their opponent may take some damage against ships and other damage
    against aircraft. Note that if the submarines achieve 4 DP during their first
    fire, that would prevent an enemy ship from firing back. A submarine that
    receives 4 or 5 DP from an attack can still retreat, but it would it still
    have to be rebuilt.

    BREAKOFF If the attacker wishes to breakoff an attack, the defender may
    forestall him by removing all his units and conceding the territory. This
    prevents the attacker from cutting his attacks very close.

    CARGO ON TRANSPORTS If a transport takes damage, its cargo takes the same
    damage

    TECHNOLOGY Don’t use

    If you have any questions are comments, contact RogerCoop@aol.com/rogercoop@aol.com

  • '18 '17 '16 '11 Moderator

    To be honest, I always determine my build units after determining all my attacks.  Actually screwed me up in a F2F game because I couldnt move the pieces into the territory being attacked without giving up my right to buy units.

    But in PBF it’s easier.  No one is looking over your shoulder, so you can write out all your attacks, move the pieces on the board, look at the situation, determine what your NCMs are going to be (most likely - or even permanently if none of your attacks need dice) then see what the board looks like and figure out what you will build from that.

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