Large Set of House Rules (+ Italian National Advantages)


  • May I present to you, my first draft of a general balance and flavor injection to A&A50
    Comments are welcome, actually comments are encouraged.


    Oztea’s A&A50 House Rules 2009-06-23
    (Samples taken from Larsson’s A&A50 House Rules 2009-03-17) * And A&A Revised

    First the 11 House Rules

    House Rule 1 Black Sea - Official optional rule
    In order to maintain its neutrality, Turkey closed the narrow straights linking the Black Sea and the Mediterranean, permitting no naval passage. Hence, no sea units may move into or out of sea zone 16, however air units may move through this sea zone freely. The controller of the Caucasus factory may bit sea units there.

    House Rule 2 Baltic Sea *
    It was not possible enter the Baltic Sea with surface navy units without the control of Northwest Europe (Denmark), due to mines, coastal artillery and air raids. Hence, no surface sea units may move into or out of sea zone 5 without the control of Northwest Europe. However, submarines and air units may move into or out this sea zone. Be sure not to be trapped in the Baltic Sea if you enter!

    House Rule 3 Gibraltar *
    Who controlled Gibraltar and its coastal artillery, controlled the Strait of Gibraltar. No surface sea units may move into or out of sea zone 13 without the control of Gibraltar. However, submarines and air units may move into or out of the Mediterranean. To defend Gibraltar during the first turn, UK may move one infantry to Gibraltar from any British territory within 5 moves during Setup.

    House Rule 4 Heavy Bombers - Official tournament rule
    Heavy bombers are too strong in the original rules. Instead, you roll two dice each on attack or defense and use the better result of the two dice. On a strategic bombing raid, roll two dice, take the better result, and add “1” to that result to determine the damage done by that Heavy Bomber.

    House Rule 5 Fighter Escorts and Interceptors – Official optional rule 
    Fighters can participate in strategic bombing raids. Attacking fighters may escort and protect the bombers, and they can originate from any territory, range permitting. Any or all defending fighters based in a territory that is strategically bombed can participate in the defense of the industrial complex.
    The number of fighters that will defend is decided after the attacker’s Combat Movement phase is completed and before the Combat phase begins.

    1. Interceptors and escorts fire at “1”, for one turn only. Bombers cannot fire.
    2. AA fires at the remaining bombers (not on the fighter-escort). Remove casualties.
    3. Surviving bombers may then strategically bomb. 
     If the attacker or defender has the Jet Power research breakthrough their fighters fire with +1
     If the attacker has the Heavy Bomber research breakthrough their bombers fire at a roll of “1”

    Fighters participating as either an escort or a defender cannot participate in other battles during that turn. Defending interceptors must return to their original territory. If that territory is captured, the fighters may move one space to land in a friendly territory or on a friendly aircraft carrier. This movement occurs after all of the attacker’s combats have been resolved and before the attackers Non-combat Move phase begins. If no such landing space is available, the fighters are lost.

    House Rule 7 Victory City Infrastructure
    One Victory controlled by a player at the beginning of his or her turn is allowed to operate as a mobilization point for one infantry per turn during the place units phase. The number of units in the territory may not exceed 6 after this placement.

    House Rule 8 Stronger China
    To balance the following rule changes that make China more vulnerable the following changes are made to the standard Chinese rules
     China begins the game with one AA gun in a territory of its players choosing during setup.
     When calculating how many infantry China receives, round up instead of down.
     China may attack and occupy the territory “French Indo-China”

    House Rule 9 Soviet National Objective *
    Despite the Lend Lease route (symbolized with the 5 IPC gain if Soviet control Archangel), The UK and US only cooperated with the Soviet Union because they had a common enemy; Nazi Germany. Churchill discouraged communists entering their territories, and Stalin would never sacrifice Soviet forces to defend them. Hence, you may add the following line in the Soviet National Objective:

    • Gain 5 IPCs if no other Allied forces are present in a territory controlled by the Soviet Union, and if no Soviet forces are present in any other Allied territory, and if the Soviets control Archangel.

    House Rule 10 Japanese National Objective *
    Until the very last days of the war, there existed a Non-Aggression Pact between the Soviet Union and Japan. To simulate this, House Rule 9 above actually detracts a 5 IPC penalty if the Soviet Union attacks Japanese territories in China (i.e. entering an Allied territory). To also make it less favorable for Japan to attack the Soviet Union, you may add this line in the Japanese National Objective:

    • Gain 5 IPCs if Axis powers control all of the following territories: Manchuria, Kiangsu, French Indo-China/Thailand, and if no Japanese forces are present in any Soviet territory.

    House Rule 11 German National Objective *
    To discourage the ahistorical use of Japanese fighters in Europe, you may add this line to the German National Objective:

    • Gain 5 IPCs if Axis powers control all of the following territories: France, Northwestern Europe, Germany, Czechoslovakia/Hungary, Bulgaria/Romania, and Poland, and if no Japanese forces are present in any German controlled territory.

    AA 50 House Rules.doc


  • And now the modified national advantages intended for A&A50

    Optional A&A 50th National Advantages

    Soviet National Advantages
    1.  Russian Winter
    The Soviet Union’s strongest ally was its climate. General Winter stalled the Germans enough to save Moscow from utter destruction.
    Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry in originally Russian controlled territories defend on a ‘3’.

    2.  Red Army Conscription
    The Soviet Unions most valuable asset was its vast manpower reserves, conscription got men to the front lines, but didn’t guarantee success.
    Once per game the Soviet player may declare he is beginning a mass conscription. During the following Soviet “purchase units” phase infantry cost only 2 IPCs, provided that only infantry are bought this turn.

    3.  Mobile Industry
    In response to the rapid German success on the eastern front, Soviet manufacturing was moved east, inching closer and closer to the Urals.
    Your industrial complexes each may move 1 territory during your non-combat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value) if you controlled both the industrial complex and its new territory at the start of your turn. Factories may not be moved into territories that were not originally controlled by the Soviet Union. They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them.

    4.  Chinese Communists
    Though relations with the Chinese Communists were tense, the global communist agenda required a measure of cooperation…at least for the time being.
    One Soviet infantry may be placed in any Chinese territory before the game begins to represent the Communist Chinese. Also, up to three Soviet units may be in Chinese territory before the above adjusted Soviet National Objective (House rule 9) is considered violated.

    5.  Katyusha Rockets
    The Soviets were able to supplement their artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for any lack of accuracy.
    When attacking, Artillery, and the infantry they support may re-roll any die that fail to hit on the first round of combat.

    6.  Trans-Siberian Railway (modified to match new Soviet territories)
    The Trans-Siberian Railway ran across the continent of Asia, providing the Soviet Union with unmatched mobility across this vast and rugged terrain.
    In the non-combat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Evenki National Okrug, Yakut S.S.R., Stanovoj Chrebet and Buryatia S.S.R.

    German National Advantages
    1.  U-Boat Interdiction
    The Battle of the Atlantic wrecked havoc on allied shipping during the early stages of the war, making logistics a nightmare for the U.S. and U.K.
    During the collect income phase of the U.K. and U.S. turns, subtract 1 IPC from the collecting power’s income for each of your submarines on the game board.

    2.  Atlantic Wall
    Stretching from Spain to Denmark and even to Norway the German Military made use of extensive defensive fortifications to keep the western allies off the continent.
    During any amphibious assault from the sea zones 3, 6 and or 7, your Infantry defend on a ‘3’ during the first round of combat.

    3.  Panzer Blitz
    The Panzer corps was one of the most feared forces of the war, primarily for its mobility and efficiency.
    If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any of your surviving tanks in the attacking forces may move 1 territory during the non-combat move phase.

    4.  Wolf Packs
    German U-Boats were trained to hunt in packs, and did so with shocking regularity throughout the Atlantic.
    If an attack consists of at least two German submarines the anti-submarine abilities of any allied destroyers present are ignored on the first round of combat.

    5.  Luftwaffe Dive-Bomber
    The dive-bombers of the Luftwaffe were rightfully feared on both fronts; these aces were deadly accurate, provided they had air superiority.
    When no enemy fighters are present in a combat, German Fighters attack on a ‘4’ on the first round. (‘5’ with Jet Fighters)

    6.  German Scientists
    Germany prided itself on being the most technologically advanced army at the start of the war. It was in their interest to see this trend continue into the latter stages of the war.
    Your research dice cost 4 IPCs instead of 5.

    British National Advantages
    1.  Night Bombing Raids
    Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
    British bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way suffer from a -1 penalty to the die roll. (This may result in a roll of ‘0’)

    2.  Joint Strike
    The most powerful strike of the war was in the joint allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
    Once during the game at the start of a British turn, you may declare a joint strike. That round, you complete your turn as normal, except you must skip your combat move, and conduct combat phase. You may conduct non-combat moves as normal. On those phases of the U.S. turn, the U.S. Player uses your units in his or her combat move, and conduct combat phases, together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. A joint strike may not be called off once it is declared.

    3.  Enigma Decoded
    The cracking of the German ‘Enigma Code’ by the British offered the allies an ace up their sleeve that could turn the tide in a key battle; however Germany would likely change its codes shortly thereafter.
    Once per game, after Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from one space into an adjacent space that was under the control of the Allies at the beginning of the turn. This movement must be either into and/or out of a space being attacked by Germany (Germany moving sea units to an empty sea zone does not count). If moving out of an attacked space, you must leave at least one unit behind in the space.

    4.  Middle East Oil
    The United Kingdom dominated the oil rich regions of the Middle East during the war, this vast wealth of fuel provided a globe trotting mobility to the British Empire.
    If an air unit you own lands in Egypt, Trans-Jordan, or Persia during your non-combat move phase, it may then immediately move an additional number of spaces equal to its normal movement.

    5.  RAF Fighter Command
    The Royal Air Force had been hard pressed to defend the British Isles with limited resources. Only by utilizing a network of radar stations, and early warning centers did the RAF hold off incoming enemy attacks.
    On British territories containing an AA gun, any fighters present may perform a “Combat Air Patrol”. British fighters may choose to patrol any sea territory adjacent to the territory they begin their turn in. To do so, place the fighter in the chosen sea zone during the United Kingdom’s “combat move phase”. This fighter will remain there until the next United Kingdom “purchase units phase”. The fighters will participate as defenders in any combat as normal but may do so for only the first two rounds of combat and then must land provided they were not removed as a casualty. In the event of a strategic bombing raid, fighters on CAP may elect to “follow in” any bombers en route to the adjacent British territory and are treated as if they were already on that territory and may act as interceptors.

    6.  Colonial Garrison
    During World War II the British Empire was at its peak of global power, by the end of the war however the commonwealth would be a shell of its former self.
    You begin the game with one free industrial complex in any British territory with an IPC value of at least 1.

    Japanese National Advantages
    1.  Tokyo Express
    Japanese commanders frequently used destroyer convoys to ferry troops to the front lines, this was nicknamed the ‘Tokyo Express’ by American Troops.
    Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Destroyers that transport in this way may not participate in combat that round; however they still provide their anti-submarine capabilities in combat.

    2.  Kamikaze
    As the war dragged on Japanese commanders became more and more desperate to turn the tide of the war, they did so by ordering their men to make the ultimate sacrifice.
    Japanese fighters may sacrifice themselves to make a targeted attack during the first round of combat. The Japanese player declares a target in a sea zone for each Japanese fighter (excluding enemy fighters) and rolls for each one independently. This attack is made at ‘3’. (4 with Jet Fighters) This attack is conducted following the rules for submarine “first strike” and targeted units that have been hit may return fire only if a destroyer is present. All fighters participating as Kamikaze do not have to designate a safe landing zone before moving but are removed from play after making their attack.

    3.  Super Battleships
    Japan’s Battleships were the largest and most powerful ever constructed. In battle these ships made short work of enemy vessels.
    When attacking or defending Japanese battleships may choose to fire normally at ‘4’ or make a broadside attack. Each battleship may roll two dice that require a ‘3’ or less to hit. Damaged battleships may not elect to fire broadside. Battleships may also fire broadside when conducting shore bombardment.

    4.  Bitter Rivalry
    The Japanese Army and Navy had very different ideas on how to conduct the war effort. Each had their own goals, but only one could have the endorsement of the government.
    To represent the duality within the Japanese military, once per game, at any time, the Japanese player may choose to either:
    a) Permanently reduce the cost of Infantry, Artillery, Armor, Fighters and Bombers by 1 IPC and increase the cost of Submarines, Destroyers, Carriers, Cruisers and Battleships by 1 IPC.
    b) Permanently reduce the cost of Submarines, Destroyers, Carriers, Cruisers and Battleships by 1 IPC and increase the cost of Infantry, Artillery, Armor, Fighters and Bombers by 1 IPC.
    These price changes become permanent once a choice is declared by the Japanese player. If the Japanese player has “Improved Shipyards” the price of carriers and battleships are set at a minimum of 11 and 17 respectively.

    5.  Dug-In Defenders
    Japanese forces garrisoned on islands opted to die fighting rather than surrender; this exacted a heavy toll on the invading Allied forces
    All your infantry on islands defend on a 3 for the first round of combat.

    6.  Banzai Attacks
    A frequent battle-cry of attacking Japanese troops was ‘Banzai!’ meaning ‘May you live for 10,000 years’.
    When you move only infantry into a contested space during the combat move phase, you may at that time declare the intended attack to be a banzai attack (for an amphibious assault you may also include offshore bombardment support). If you do so, all those infantry attack on a 2 for the first round only. You may not withdraw from any banzai attack, regardless of whether it is amphibious or not.

    American National Advantages
    1.  Island Bases
    American forces had made it common practice to establish extensive airbases on far flung island possessions.
    When moving your air units, you may treat any island groups as part of the sea zones containing them. For example, a fighter (move 4) could travel from Midway to the East Indies in one turn, assuming the Allies control both island groups.

    2.  Manhattan Project
    The research and development infrastructure of the United States yielded advances as destructive as the Atomic Bomb and as humane as penicillin.
    If the United States posses more than two research tokens at any time, it may make an additional research roll for free. All research tokens are still removed if a breakthrough is made.

    3.  Marines
    Amphibious assaults were commonplace for American forces, none were better at it than the troops of the United States Marine Corps.
    Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.

    4.  Foreign Aid
    The United States became an Economic Superpower shortly after it entered the war, this trend continued well after the end of the war.
    The United States may once per turn lend one die roll’s worth of IPCs to a friendly power before the United States’ purchase units phase. The funds are immediately transferred to that player. The United States may also loan money to China. Any Chinese infantry purchased cost 3 IPCs. If China is given any IPC’s by the United States it may keep them for as long as it wishes without spending them, but can never accumulate more than 6 IPCs. (If a loan to China brings the total IPC reserves over 6 IPCs, the excess loan is not returned to the United States but is instead forfeit to the bank.) These IPCs are forfeit to Japan if China controls no territories at the end of any axis turn.

    5.  Resilient Carriers
    The American carriers of the war were equipped with state of the art firefighting equipment and metal decks, making them all the much more durable.
    When an American carrier is chosen as a casualty in a round of combat, instead of removing it, place it on its side. If the battle ends either because of an Allied victory or the Axis player retreats, the carrier then becomes a “damaged carrier” (mark it with a damage counter). This unit has a move of 1, no attack or defense value and may not carry any aircraft. The carrier can be repaired by moving it into a sea zone adjacent to an allied territory containing an Industrial Complex

    6.  B-29 Superfortress
    The B-29 was an engineering marvel, more durable than its counterparts of the day.
    American bombers are immune to normal Anti-Aircraft fire from AA guns. Axis powers with the “Radar” technology may hit American bombers but only on a roll of a “1”. American bombers can still be intercepted by fighters.

    Italian National Advantages
    1. Light Tanks
    Italy’s tanks were not on the same level as the modern armor of other nations, however this reduced capability came with a reduced cost.
    Italian tanks have a reduced cost of 4 IPCs; however their defense is reduced to “2”.

    2. Italian Aircraft Engines
    Italy’s fighter planes were fitted with some of the most powerful engines of the war.
    Italian fighters may expend one movement point to re-roll their die when attacking per combat round. The number of re-rolls made may not exceed the amount required for the fighter to reach a friendly landing space.

    3. Axis Cooperation
    The European Axis powers cooperated greatly during the early stages of the war, but much less so as Italy’s power waned.
    The German and Italian player may utilize each other’s Industrial Complexes; units can only be built at the friendly powers Industrial Complex provided both powers have achieved the conditions of at least one of their National Objectives during their place units phase. The cost of units placed may not exceed a cost of 6 IPCs.

    4. Trains Run On Time
    Fascism brought to Italy a modicum of efficiency, specifically in transportation.
    Italian transports have the additional option to carry as a load, three infantry.

    5. Italian African Resistance
    The Italian forces stranded in Sub-Saharan Africa continued to fight on in a limited role against the British. However, they were drastically undersupplied.
    The territory “Italian Africa” begins the game controlled by Italy and contains one Italian infantry. However, this unit may not move until an Italian or German unit (Including aircraft) arrives in a non-combat move phase. Italy will not collect income from this territory until this unit has been “re-supplied”. Britain will not collect income from this territory until it is liberated.

    6. Live to Fight Another Day
    The Italian military often found itself outclassed when attacking entrenched allied forces, this stemmed from the lack of initiative on the part of the average Italian soldier; this sense of self preservation had some benefits.
    Once per game, after attacks are declared and combat begins the Italian player may choose to, after the first round of combat ends and casualties have been allocated for both sides, return all casualties (friend and foe!) to the game board and immediately conduct a retreat as normal. Units taken as casualties from anti-aircraft fire, or submarine “first strike” may not be returned to the game board and are removed as normal. This ability may not be used in a combat involving paratroopers or an amphibious invasion.


  • Any critiquing of these would be nice.  I know some of these are old tricks, but at least discuss some points about the new ones.

    Version 1.1 should be posted up here - it’s mostly rewording and some slight rules changes.  Italy needs to be totally reworked.

  • Sponsor '17 TripleA '11 '10

    I’ve always liked the old ones…

    As for the new ones, here are my favorites-

    Chinese Communists. I think this helps validate China as a new power. Plus, most of us already have special pieces to represent this! The dark maroon Russians from AAE can be used for this to differentiate them from Russians in Russia. That way, the Non-Aggression Pact Rule will be easier to maintain.

    U-Boat Interdiction. No longer can you blow-off these pesky sea hunters. They are worth their weight in gold until the allies sink them.

    Night Bombing. Anything that helps the SBR be cost effective without making it a game breaker, I’m in for.

    RAF Command. Keeps the importance and realism of the English Channel air battles as a part of the game. Cool!

    Foreign Aid. An important part of the war, and a new tough decision for the US player. A simple way to add another level of strategy for the Allies.

    Axis Cooperation. Helps Italy at the start of the game and helps to balance the “Foreign Aid” rule above.

    Fantastic Oztea! I plan to use many of these. Thank you.


  • Most joint strike rules I’ve read don’t allow the US to use UK units that moved in noncombat or units UK just purchased. I think that you should be able to use these units in AA50 because Italy now goes between US & UK. Your rules allow this - I like.
    Just for clarification is Joint Strike only on France from sz 7. Some allow JS on N W Europe,or could you JS the heart of Germany in Berlin through sz 5. I would think yes on the N W Europe and no on the later. On another thought JS could work against Rome or S France through the Med.


  • Thanks for the replies guys, but since I posted there have been a few modifications to these rules, mostly gramatical.

    some important ones are:

    1.  U-Boat Interdiction
    The Battle of the Atlantic wrecked havoc on allied shipping during the early stages of the war, making logistics a nightmare for the U.S. and U.K.
    During the collect income phase of the U.K. and U.S. turns, subtract 2 IPC from the collecting power’s income for each of your submarines outside of seazone 5 or 16.

    4.  Foreign Aid
    The United States became an Economic Superpower shortly after it entered the war, this trend continued well after the end of the war.
    The United States may lend one die roll’s worth of IPCs to one friendly power before the United States’ purchase units phase.  The United States player must decide which nation to loan to before rolling the die.  Upon rolling, the funds are immediately transferred to that player. The United States may loan money to China that converts directly into infantry.  For every 2 IPCs that may be loaned to China, China may place one additional infantry in their place units phase.  If the United States should roll an odd number while loaning to China, the fraction is forfeit to the bank.

    4. Trains Run On Time
    Fascism brought to Italy a modicum of efficiency, specifically in transportation.
    Italian transports may unload into two different territories when conducting amphibious invasions or during the non-combat moves, provided the transport is in an adjacent seazone.

    And yes, a joint strike can be preformed on any one turn, and it is a global effect, meaning globaly. So if the Allies can pull of a joint european push and pacific attack, then kudos to them. But, it can only be done once a game.

    Attached is an up to date ruleset. Also I playtested a game……every power got 2 random advantages. US got Bases and B-29s, tore japan up. Italy got Italian Africa, and dominated the continent. Russia used both Conscription and winter on the same turn and stuffed germany.

    If i can give any one any advice, it is use this rule set, 2 random advantages per power…very interesting!!!


  • duh…forgot attachment

    AA 50 House Rules.doc

  • Sponsor '17 TripleA '11 '10

    Sweet. Thanks for the quick update.


  • Version 1.4

    Fixes all around, China, Italy, IC limits, 2 new UK Advantages.

    Have fun folks, comments and questions welcome as always

    AA 50 House Rules.doc


  • Why not split in 3 differents categories

    1. National advantage  (ex: USSR general winter, UK radar)

    2. Special units    (ex: frogmen, panzergrenadier,kamikaze)

    3. Weapons development (ex: USSR katyucha rocket, USA B29, UK Chuchill tank)


  • in my view those three terms are almost interchangeable, thats why i dont categorize them like that.

    UK radar could be a National Advantage, A special Unit (AA Guns), or a Weapons Devolpment, like it is now.

    The same can be said of others, but I prefer a semi-historical set of 6 randomly chosen bonuses, to spice up the game. It represents the particular doctrine of each of the nations in question.

    Also, it would be difficult for some powers, like italy to have a wide array of special units, so they make up for it with special powers and abilities, etc.

    I suppose I could arrange each power’s NA’s into three categories, and you get 1 of each. But thats the beauty of house rules, you can change them.

  • Customizer

    USA NA no 5: Resilient Carriers

    This is completely incorrect. American carriers were built for SPEED, and had wooden decks which burned like torches.

    In fact it was the UK carriers (my father served on one) that had steel decks and were unsinkable from Kamikaze attacks.

    I prefer to think of A&A as a four power game; with UK/USA co-operating with the USSR in a very loose sense, and no allowing each other’s forces on their territory, except perhaps allowing aircraft to land (but not fight in defence).  In the name of balance it’s only fair that the relationship between Germany/Italy and Japan is under similar restrictions.

    USSR being able to “declare” winter is hilarious.  Winter should be automatic every fourth turn.  But I think it should be about restricting armour rather than improving infantry, perhaps even reducing tank’s attack value to 1 for the winter turn.


  • ok, yes the metal decks is a falicy.
    however carriers like the yorktown and others proved to be more resiliant than their counterparts for other reasons, modern firefighting techniques and equipment for instance.
    fast carriers was less than useful in my opinion anyway.

    Larry let the soviets declare winter, I was going to change it to something similar to what you sugested; “Every fourth turn enemy tanks may not blitz in originaly russian territories, also their attack and defense values are reduced to 2 and 1 respectively”.

    But thats not as simple, so i didnt do it. Ill think about it.

  • Customizer

    Remember too that the autumn rains bogged German tanks down in the mud, while the Russian tanks had wider tracks which coped much better with this.

    Germany is hardly likely to blitz through Russia; perhaps tanks simply can’t move in winter (frozen fuel).


  • In our house rules games, we play with the seasons.
    1 season = 1 turn.
    For example: No amphibious assault in western europe during winter.
    The russian player can call a general winter but only 2 times during the games.


  • @Flashman:

    Remember too that the autumn rains bogged German tanks down in the mud, while the Russian tanks had wider tracks which coped much better with this.

    Germany is hardly likely to blitz through Russia; perhaps tanks simply can’t move in winter (frozen fuel).

    i think more of the autumn/spring rains that hurt the tanks and the winters that hurt the infantry.  certainly the fuel freezing was a winter thing, but the tanks could move at least when started, as compared to autumn when no one moved anywhere on the german side…

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