• Do any of you play the Kremlin variant of Axis and Allies? (you can find it at http://www.spring1942.com) What do you think are the best bonus options?


  • I like to take Extra Transport also, with Germany, I always also take the Brazil option.

    For the allies, taking an Extra IC in India and pushing the Japaneese forces back from Indochina is a great combo.

    “History is just a set of lies agreed upon”

    • Emperor Napoleon Bonaparte
      “Two roads diverged in a wood, and I, I took the one less traveled by. And that has made all the difference” - Robert Frost
      “Only the dead will see the end of war”
      <

    [ This Message was edited by: Yanny on 2002-04-15 11:35 ]


  • The ruleset for Kremlin has recently been updated: here is the newest update:

    Rules for Kremlin(DB2)

    -3rd Edition, Russia Restricted, 2-hit battleships, IPC victory both sides, 3 minute timer(negotiable)
    -No Tech rolls until Round 5 then: Only two tech rolls per side each round until one side gets heavy bombers or industrial technology, then unlimited tech rolls are allowed for both sides.
    Tech example- Japan and Germany combined may roll two tech dice per round. UK, USA, and USSR combined may roll two tech dice per round.
    -Battleship bombardment rule(to limit lockups): The number of attacking units in an amphibious assault(including air) must be greater than the number of bombarding battleships in the attack IF there are less attackers than defenders.
    -A capital may not be attacked on round 1: To discourage gambit bonus options and bids.

    PRE-GAME BONUS PLACEMENT AND BIDDING

    (A) Order of bonus options

    • Players will select two bonus options each…but if both agree then they can choose three or four options each.
    • The lower ranked player gets to pick for either axis or allies and gets the first bonus option.
    • The higher ranked player gets to pick the next option for the opposing side.
    • Players alternate selections until finished with their agreed number of bonus options.
    • Bidding begins…low bid plays the axis powers.

    (B) Bonus options(9 total) are as follows: The same option may not be selected twice by the same player.

    (1) Infantry Placement- Place three infantry on any territory not adjacent to one containing enemy units. Infantry must be placed on its own territory, for example UK infantry cannot be placed in Novosibirsk.

    (2) Neutral Territories- Take over one major neutral power and one minor neutral power, you take over their armies as well.(One country does not have to take control of both neutrals, for example Germany may take over Sweden while Japan may take over Mongolia)…if a neutral has a submarine or a transport place it in the nearest friendly seazone.
    Major neutrals- Argentina(2inf, 1 transport), Peru(2 inf, 1 submarine), Spain(3inf, 1 armor), Sweden(2 inf, 1 submarine), Switzerland(2inf, 1 fighter), Venezuela(2 inf, 1 armor), Turkey(2inf, 1 armor).
    Minor neutrals- (A minor neutral army consists of one infantry unit)- Afghanistan, Eire, Mongolia, Saudi Arabia, Angola, Mozambique, and Rio de Oro.

    (3) Transport/Submarine Placement- You may receive two transports, two submarines, or a submarine and a transport; they must be placed adjacent to its own territory or in a seazone containing other friendly naval units but not in the same seazone with enemy units. They may be placed in different seazones. Exception- Germany may not place a transport in the Baltic Sea.

    (4) Fighter Placement- Must be placed on its own territory, for example a UK fighter may not be placed in Sinkiang. A fighter may be placed on a friendly carrier.

    (5) Bomber Placement- Must be placed on its own territory, for example a USA bomber may not be placed in Russia.

    (6) Factory/AA gun Placement- This factory may only produce as many units per round as the IPC value of the territory it is placed in. The AA gun must be placed in the same territory as the factory.

    (7) Carrier or Battleship Placement- Must be placed adjacent to its own territory or in a seazone containing other friendly naval units but not in the same seazone with enemy units.

    (8 ) Takeover of enemy held territory- Place two infantry on said territory and retreat any enemy forces to the nearest enemy territory.(The player who wins the retreating side decides where to retreat those units after the bidding process is complete if there is more than one eligible territory to retreat to.) A territory that contains a factory may not be taken using this option.

    (9) Special What-if Scenerios…a scenerio may not be chosen if the opposing side has affected a territory involved in the scenerio with a bonus option.

    Russia-
    No Russian Purge—add three infanty units to Russia and two infantry units to Novosibirsk.

    Germany-
    South American Powers join the Axis—Place two german infantry in Brazil and Germany also gains control of Argentina’s army(2 infanty, 1 transport)…in addition the BB Graf Spee still roams the South Atlantic(place battleship in Drake Passage)
    OR
    Italian navy does better than historically—UK naval units in Mediterranean Sea destroyed, add a submarine to the German Mediterranean fleet.

    United Kingdom-
    Japanese expansion into the SE Pacific doesn’t go well–UK holds East Indes with 2 infantry and also controls New Guinea, Borneo-Celebes, and the Solomon Islands…all Japanese infanty on these islands destroyed…In addition the Battleship Revenge still roams the SE Pacific(Place battleship in the Java Sea).
    OR
    UK fortifies South Africa–UK places additional units in South Africa…place three additional infantry, an armor unit, factory, and aa gun in South Africa.

    Japan-
    Pearl Harbor goes better than expected…add a submarine to the Soloman Seazone…in addition Japan managed to destroy the US carrier group in the Pearl Harbor attack(eliminate carrier and fighter from the Hawaii Seazone). Japan controls Hawaii as well(US infantry unit stationed in Hawaii destroyed).
    OR
    Japanese expansion into the SW Pacific goes better than expected…Japan takes Australia with two infantry(UK units destroyed)…in addition Japan wins the Battle of the Coral Sea(add a carrier and fighter off the East coast of Australia.)
    OR
    China joins Japan!!! All US infantry in China and Sinkiang are destroyed…Japan adds one infantry to each of these territories. US fighter stationed in China is retreated to Russia.

    USA-
    USA takes the initiative in the Pacific…USA takes Wake Island with two infantry, USA holds the Philippines with two infantry…all Japanese units formerly on these islands are destroyed except the Japanese fighter on the Philippines which is retreated to Japan…Add two submarines to the Hawaii Seazone and a transport off Wake Island.
    OR
    Early West African landings…USA places two infantry in Algeria and two infantry in French West Africa…German forces in Algeria are retreated to Libya. USA also gets two extra transports and a submarine off the coast of French West Africa.

    C) Bidding for side will begin, bidding rules will be the same as Database 1 rules(axis side need not reveal the bid placement as in db1 rules), if the bid happens to go negative then axis pieces are removed from the board.
    -no units selected with a bonus option may be removed.
    -only armor and infantry units may be removed from the board.

    D) After both players have picked their bonus options, and the bid is complete, the host shall launch the game and edit in the bonus options chosen and the bid placement.

    RULE CLARIFICATIONS

    -A territory or sea zone affected by a bonus option may not be affected in following selections by the opposing side.
    Example- If the player selecting the axis bonus options chooses to place a fighter on French-Indo China then it would be illegal for the other player to takeover French-Indo China.

    -A territory or sea zone affected by a bonus option may be affected by other bonus options from that same side.
    Example- Both players agree to play with 4 bonus options…The player selecting the axis bonus options chooses to take over Egypt, he may place a factory(and aa gun) on Egypt for his second bonus, a bomber on Egypt for his third bonus and a submarine and transport in the Arabian Sea for his fourth bonus.

    -Bonus selections once made may have an impact on all remaining bonus selections.
    Example- The player selecting the axis bonus options decides to take over Argentina and Mongolia as one of his bonus options, USA may not place three infantry on Brazil since it is now adjacent to a territory containing enemy units.


  • Haven’t played for awhile under those rules. That Germany Navy thing sounds like it would be a huge advantage.


  • I like the extra bomber placement and Great Britain stops Japan scenario.


  • Thank you for typing out the rules to the Kremlin varaint. Who ever did that.


  • Graf Spee wasn’t technically a BB, but what the hell–cool rules… :grin: !

    Ozone27


  • Graf Spee was a pocket batlleship. 35 000 tons. Not enough to classify as a battleship.
    But more than a battlecruiser.


  • too much for me to remember!

    i don’t think the graf spee was 35,000 tons.

    i think it was 15,000. i’ll find out.


  • “Armament six 28 cm quick firing guns in twin turrets, three 15 cm quick firing guns single mounted, six 10.5 cm anti-aircraft guns, eight torpedo tubes 53.3 cm calibre, overall length 593 ft, beam 69.5 ft, draught 21.66 ft, weight approximately 12,100 tons”

    12,100 tons!


  • Yeah, it was more like a CA with BC guns. Cool design idea, but the “Deutschland class” was downgraded during the war to CA status…

    Ozone27


  • FYI, if a page won’t let you cut or copy, and you have netscape, right click and “open link in composer”. Then you can copy. It is a lot easier than typing it out.


  • That’s a trick almost as important as learning how to cut and paste :smile:

    From what I can tell Battleship bombardment rule is a welcome edition, though if you find players able to pull off such a maneuver with massed BBs, then the game is already lost. What I like to use is a rules variant where all defending units hit by the initial battleship bombardment are immediately removed from the battle board without having a chance to fire back – similar to subs.

    The Neutral Territories is of another variation I would dare to try out, and it’s even historically accurate! The what-if scenario with Germany and the American Axis Powers is plain amusing. Kudos for whoever wrote these Kremlin Rules.

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

35

Online

17.0k

Users

39.3k

Topics

1.7m

Posts