• Does anybody else think D-day might be more exciting, interesting, difficult, etc. If France wa split up into more territories? maybe Western France, Normandy, Picardy, Vichy France, Brittany, Etc. Etc.
    just a thought


  • I think it’s main effect would be to make things easier for Germany, by making it take longer for the Allies to cross in order to reach the capital and longer for reinforcements to reach the front.


  • i agree with grigoriy, but also if france was that split up, it might be difficult squeezing in forces in to an area as small as normandy


  • maybe it would work if you played with rail movement (land units can ncm 2 spaces through territory held at the start of the turn)
    or, to be realistic, have trucks. But in reality, the man focus of the war took place in russia
    If you want to see a more complex game, check out advanced a&a europe, it has paris separate, as well as a lot of other things.


  • how about split up both france and germany?


  • can you give me a link for A&AE advanced?

  • Moderator

    don’t have the link but here is the rules:

    A&AE Advanced Rules

    Mapboard:

    Use the Advanced Axis & Allies Europe mapboard.

    Setup:

    Refer to the Advanced AAE Setup sheet.

    Victory Conditions:

    Axis:

    · Capture and hold for one turn any one of the following:

    1. Moscow, Stalingrad, and Leningrad

    2. London

    3. Washington D.C.

    · Economic victory if combined German and Italian income is 100 IPC or more at the end of America’s turn.

    Allies:

    · Capture and hold for one turn:

    1. Berlin and Rome

    · Economic victory if German income is 25 IPC or less at the end of Germany’s turn.

    Turn order:

    Germany

    Russia

    Italy

    Britan

    USA

    Starting IPC’s:

    Germany: 50

    Italy: 18

    Russia: 42

    Britan: 35

    British Mideast: 18

    USA: 60

    Special Rules:

    Italy:

    · Italy is played as a separate country.

    · Income is separate and can only be spent on Italian controlled complexes.

    · Italian and German units may convert if they are in a space controlled by the other country.

    US pre-war restriction:

    · US only gets half of its IPC value for the first 3 turns.

    Russia first turn IPC restriction:

    · Russia only gets half of its IPC value for the first turn.

    German surprise attack:

    · During Germany’s first turn only Russian units in the Baltic States, East Poland, Bessarabia, and Western Ukraine do not get to roll for the first round of combat.

    · No defensive artillery is available for any of these spaces during the entire combat phase.

    Retreat Rules:

    · After any round of combat all defending units may retreat to a single space that is friendly-controlled

    1. Attacking units may decide whether to occupy the territory with all, some, or none of the units that participated in the battle.

    2. At least one round of combat must be completed before the defending units may retreat.

    British Mideast Oil Region:

    · The Middle-Eastern oil territory IPC’s and Mediterranean Convoy Zone can only be spent at the British complexes in Cairo and Trans-Jordan.

    Industrial Complexes:

    · Placement of puchased units is limited to IPC value of the territory. All complexes can build any units.

    Reinforcements:

    · Germany recieves one tank every turn in West Germany if Rumania is held and is not damaged by strategic bombing.

    · Germany recieves one sub every turn to be placed at any Industrial complex with a port.

    · Russia recieves one tank every turn in Siberia.

    Soviet Far East Recall:

    · At the end of the third turn Russia receives the following units in Siberia:

    -8 Infantry, 3 Armor, 1 Artillery, 1 Fighter.

    · In addition the Siberian territory increases to a value of 12 IPC’s.

    Neutral Countries:

    · If any neutral country is invaded then immediately place the following units in the territory:

    -Neutral territory IPC 2: 3 Inf, 1 Fighter

    -Neutral territory IPC 1: 2 Inf

    · Overflights by any aircraft is considered to be a violation of neutrality.

    · Passing through the Straits into the Black Sea will activate the Turkish forces.

    Ground Rules:

    Strategic rail movement:

    · Infantry may move 2 spaces during non-combat movement to territories that were friendly-controlled at the beginning of the current players turn.

    · Strategic rail movement does not apply to any of the spaces in North Africa or the Middle East.

    German Armor:

    · All German tanks defend with a 3

    Russian Artillery:

    · All Russian artillery pieces support 2 infantry.

    Air Rules:

    Strategic bombing:

    · Damage is limited to IPC value of the territory.

    1. Place red chips under the complexes to represent damage.

    2. Damage has to be paid off at 2 IPC’s per chip at the beginning of your turn to use the complex. The controlling player may choose not to pay off the damage but then won’t be able to build in that complex.

    3. Escort rules are not used.

    Fighters:

    · Land based fighters attack ships with a 2 or less.

    · Carrier based fighters attack ships with a 3 or less.

    Naval Rules:

    Sink the Bismarck:

    · The Bismarck starts the game in the Denmark Strait.

    1. For the first turn only it is a 3 hit Battleship and it rolls 2 dice on both attack and defense.

    2. It must attack the British Battleship in the Denmark Strait on the first turn.

    Naval ports:

    · An unlimited amount of transports can load and unload at a port space.

    1. Only 2 transports can load or unload at a non-port space.
    2. An unlimited amount of transports can unload during an amphibious invasion.

    Convoy zones:

    · All convoy zones start with 1 transport.

    1. You must have a transport in a convoy zone to recieve the income for that convoy zone.

    · US transports may supply British convoy zones.

    1. The Russian convoy zone recieves no income unless there is a US transport in the space.

    2. For each US transport Russia recieves 4 IPC’s from the bank each turn.

    Straits of Gibraltar:

    · Gibraltar must be controlled to move ships between Eastern and Western Strait of Gibraltar.

    Submarines:

    · Subs cannot attack other subs.

    · A defending sub may attempt to retreat before combat.

    1. For each sub attempting to evade the attacker rolls one dice.

    -4 or less will detect the sub if the attacking force contains a destroyer.

    -2 or less for all other ships.

    1. All subs that successfully evade may retreat one space that must be closer to a friendly owned port.
    2. The remaining detected subs must remain for a least one round of combat. Then they may choose to either retreat, submerge, or remain.

    · Subs may attempt a special sneak attack against Capital ships (BB or AC).

    1. Each sub that attempts this kind of attack must first role a 3 or less to determine if it can make it through the fleets escort screen and may then make only one attack against the Capital ships.

    2. The defending player chooses casualities against any of the Capital ships present.

    3. Any destroyers in the sea zone may still fire back at the subs.

    South African Sea Route:

    · Ships may use the two South Africa Route boxes to travel from the Atlantic to the Red Sea around the Cape of Good Hope.

    1. The Atlantic space and the Red Sea space are considered as separate spaces.

    2. To enter each of these spaces it costs 2 movement points.

    3. Combat is allowed in these spaces, and all normal combat rules apply.

    Hope it helps… 8)


  • Sounds neat! 8)

  • Moderator

    I don’t know how to do it but I’ll try to get you the map…

  • Moderator

    Drunstix

    http://www.axisdomain.0catch.com/index.html

    the link for the maps

    GG


  • there are 2 versions of advanced historical, the other can be found here:
    http://www.attila-products.de


  • game looks great, but how are the axis possible going to defeat Russia?


  • don’t worry about that, it can be done. If you want to play a test game at attis site with me, I guess I can, but it will be pretty slow for a while.


  • No thanks, I’m not a big fan of these variants, just curious :lol:

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