• Hi, I’ve been a fan of Axis and Allies for a while but it’s my first time posting on this site. I’m very interested in the new anniversary edition - it looks absolutely fantastic - the best version yet IMO.
    I noticed that some people were writing lots of good house rules ideas so I started compiling a set of the rules I liked and also started writing some ideas of my own into a Word doc that I could use when I bought the game.
    I figured that some of you might be interested in it so I am posting it on here. Many of these ideas are not my own but I was simply compiling the ideas that I liked, many thanks to those who came up with them.
    Anyway the following posts are a synthesised set of ideas that you might want to try out. I haven’t playtested them so I’m not sure if it’s disrupted the balance of the game - if anyone tries out these rules it would be nice to get some feedback on how they played out.
    Cheers


  • PAGE 1:

    Tech Research:

    1. Players buy researchers for 5 IPCs like in AA50 but they assign them to either land, sea, or air research and once assigned they can’t be moved in later turns. Researchers make breakthroughs on the roll of a 6; roll randomly on the corresponding table for the result. A breakthrough in one area (e.g. air) doesn’t expend researchers in other areas (land/sea).

    2. Some players are able to share techs with each other; these are:
      a) USA and UK (but not USSR)
      b) Germany and Italy (but not Japan)
      If an allied player has researched a tech, the other player can pay 10 IPCs to the bank during their research phase to also gain that tech.

    3. If a player makes a breakthrough and rolls a result for a tech they already own, they can choose a tech from the same list and place a control marker on that tech. For example, the USA player researches land tech in turn 1 and gets a breakthrough – he rolls a 3 (war bonds) in turn 4 he makes a 2nd breakthrough in land tech; he rolls another 3 so he can choose his tech – he chooses mechanised infantry and places a control marker on this tech.

    4. From turn 8 onwards; players can do atomic weapons research. Germany and USA pay 5 IPCs to buy A bomb researchers, all other players pay 10 IPCs. A breakthrough requires 2 6s in one throw; therefore at least 2 researchers are needed. Players can’t share the A bomb tech.

    ► The researchable techs are:


  • PAGE 2:

    LAND:

    1. Mechanised Infantry: tanks can carry 1 infantry 2 zones.
    2. Improved Supplies: Once per land combat, 1 infantry/artillery unit can re-roll 1 miss (2nd result stands).
    3. War Bonds: Add 1D6 IPCs to income per turn.
    4. Proximity Fuse: AA guns hit on a 2 or less.
    5. Improved Production: IC unit placement cap is raised by 2 per zone. 1 IPC repairs 2 damage points on ICs .
    6. Heavy Tanks: 1 tank per land combat has the 2 hit rule.

    SEA:

    1. ASW ships: In naval combat rounds, destroyers and cruisers can choose to ‘sub hunt’ instead of firing normally. All sub-hunting ships can re-roll misses; roll separately for them during the main phase. The opposing player allocates sub-hunt hits before other hits and only against subs (excess sub-hunt hits are wasted).
    2. Shipyards: Submarines, transports, and destroyers cost 1 IPC less. Cruisers, carriers, and battleships cost 2 IPCs less.
    3. Super Submarines: Submarines attack at 3.
    4. Heavy Capital Ships: Carriers carry 3 planes and battleships hit on 5 or less in both naval combat and shore bombardment.
    5. Beachhead Tactics: Attacking infantry unloaded from transports hit on 2 or less in the 1st combat round if supported by both shore bombardment and attacking aircraft.
    6. AA Cruisers: Cruisers provide AA gun cover (effects don’t stack for having 2+ cruisers)

  • PAGE 3:

    AIR:

    1. ASW Planes: Fighters and bombers negate sub first strikes. They can attack submarines without any to-hit penalties if accompanied by a destroyer/cruiser. They can also attack independently but must use reduced to-hit rolls of 2 or less.
    2. Long Range Air: Fighters move 6 and bombers move 8.
    3. Rockets: AA guns shoot rockets (range 3 and cause 1D6 IC damage).
    4. Jet Fighters: Fighters attack at 5 and dogfight at 3/3. AA gun hits on fighters force them to retreat instead of destroying them.
    5. Heavy Bombers: Attacking bombers roll 2 attack dice in SBRs and combat against land/sea units. They still dogfight at 1/1.
    6. Radar: AA guns provide radar cover to friendly fighters (including allies) in the same territory, giving them +1 to defensive dog fighting. Therefore radar covered fighters dogfight at 2/3 and jetfighters at 3/4. Radar covered fighters can also be moved 1 at the end of an enemy combat move phase to reinforce a neighbouring attacked territory, although they lose the +1 defence bonus – surviving fighters must be returned to their original territory at the end of the enemy combat phase.

    ATOMIC:

    1. A Bomb: One SBR or rocket attack per turn is an A bomb attack (the attacker must declare which one in the combat move phase). Damage to ICs from A bombs cannot be repaired. Additionally, the defending player must surrender 1D6 IPCs to the bank.

  • PAGE 4:

    Politics:

    1. Stalinist Xenophobia: Until Moscow is captured, US/UK/ Chinese units cannot move onto/through USSR land territory. Soviet land/air units cannot finish their move in the same territory as US/UK units unless entering a combat zone although they can move onto unoccupied US/UK territory. US/UK units can move freely in non-Soviet territory. Allied territory liberated by the USSR is placed under Soviet control and follows the occupied rules (see below).
    2. Soviet-Japanese Non Aggression Pact: Until Berlin is captured or Japan attacks Soviet territory, the USSR cannot make a combat move against Japanese units/territory. If Japan attacks the USSR, the Soviet player can immediately spend up to 12 IPCs on units and place them on red territories that are under attack, the units are not free.
    3. Axis Spheres of Influence: Japanese units cannot be placed in German/Italian territory unless attacking a combat zone and vice versa. Sea zones and aircraft over flights are not restricted. If either Berlin or Tokyo are captured the movement restrictions are lifted.
    4. Chinese Sovereignty: The USSR cannot enter Chinese territory unless liberating it from Axis control, if liberated it falls under Soviet control. No Russian units can move onto/through Chinese controlled territory. Chinese units cannot move outside of Greater or Lesser China. If the UK, US, or China captures Japanese held China it falls under Chinese control and is supporting.
    5. Axis Aid: Spain, Switzerland, and Sweden each give 1 IPC to Italy and Germany during their collect income phases as long as they remain neutral; therefore they give a total income of 6 IPCs per round to the Axis side. The Allies can prevent aid from one of these countries by capturing these territories or a bordering territory that starts the game under Axis control. For example, if the UK captures Norway then Sweden stops giving aid to both Italy and Germany. The Axis side can regain the bonus by recapturing Norway.

  • PAGE 5:

    1. Commonwealth support: The UK is allowed to mobilise infantry without using an IC in Australia, New Zealand, India, South Africa, East and West Canada. The UK player is still restricted by the IPC territory cap so therefore he/she could only place 2 infantry in Australia each turn. In addition, the UK player can purchase ICs for these territories for 8 IPCs instead of 15; discounted ICs must be placed in one of the Dominions or India.
    2. Black Sea: If Turkey is captured, it acts as a land bridge across the Black Sea. The Black Sea starts as a neutral sea zone so if any ships or planes enter this sea zone it violates Turkish neutrality.
    3. Lend-Lease: During the USA purchase units phase, the US player can send up to 12 IPCs in aid to be divided as the American player chooses between the UK and the USSR. The IPCs are deducted from the USA and added to Russia and/or the UK to be spent in their turns.
    4. UK-US Co-operation: The UK and USA players take their turn at the same time and can perform joint attacks against Axis territory. They must both complete each phase before moving on to the next phase. During joint attacks, players must agree when resolving hits or the Axis player assigns hits. If the joint attack succeeds, control is determined by who has the most land units (see below).
    5. German-Italian Co-operation: Germany and Italy co-operate in the same way as the UK and US. They take their turns together and can perform joint attacks. They must agree on casualties or the defending Allied player decides. Control of conquests is decided by who has the most land units in the territory (see below).

  • PAGE 6:

    New Turn Sequence:
    1st: Japan 2nd: Russia 3rd: Germany/Italy 4th: UK/USA.

    Combat rounds:
    All combats last a maximum of 3 rounds. After the 3rd round any surviving units on both sides have the option of retreating or remaining in the territory. If both Axis and Allied forces are in the same territory after 3 rounds of combat, the territory becomes a combat zone. The territory remains under the defenders control but all remaining units from both sides are placed in the territory. The attacker can keep aircraft in a combat zone to support remaining land units (not sea units) provided the planes could normally retreat safely to a carrier or land zone, otherwise they are destroyed. Combat resumes in all subsequent combat rounds where a player has units involved in that combat and the player who owns the territory is considered the defender. For example, if Japan attacked Buryatin SSR in the 1st turn but combat is unresolved after 3 rounds with neither side retreating/defeated; then combat would resume in Russia’s turn with Russia as the defender. If combat is still unresolved in Russia’s turn, then combat would resume in Japan’s second turn unless a 3rd combatant attacks Buryatin SSR in either the Germany/Italy turn or the USA/UK turn. In some situations, many powers can become involved in a combat zone by sending forces to reinforce the area during the combat move phase. Russia can attack combat zones with UK/USA forces involved and vice versa but they cannot share territory once combat is resolved (one side must retreat). Japan can attack combat zones with German/Italian forces involved and vice versa but they must also be separated once combat is resolved.


  • PAGE 7:

    Who gains control of a territory in joint attack:
    If 2 or more allied powers win a joint combat in the same territory, control goes to the player with the most land units in that territory (by total IPC value, therefore tanks are 5, artillery are 4, and infantry are 3). If the allied players have the same value in land units, then control goes to the player who has the most aircraft attacking the territory. If this is also the same, then roll a dice to decide, e.g: 1-3= player A control and 4-6= Player B control.

    Occupation/Liberation:
    Territories are classed as occupied, liberated, supporting, impassable, combat zone or neutral.

    1. Neutral territories block unit movement and players cannot enter them unless they violate neutrality. Players can only violate neutrality in the combat move phase by moving units into the territory and this results in combat with the neutral nation’s defence forces. The neutral territory immediately joins the nearest world power that is opposed to the attacker as a supporting territory. That player immediately places 1D6+5 IPCs (or 2D6+10 IPCs for Spain and Turkey) worth of units under his/her control on that territory to represent the defending forces. If the attacker captures the territory it becomes occupied. The neutral territory generates 1 IPC in the collect income phase.
    2. Occupied territories generate IPC income for their controller but only if at least one of his/her land/air units (not AA or IC) are in the territory. If no unit is in the territory, it generates no income in the collect income phase. Most Axis territories are occupied although some are supporting. If the Axis captures Allied territory it becomes occupied. If the USSR captures non-Soviet territory it becomes occupied under USSR control. If the UK, USA, or China capture Axis supporting territory, it becomes occupied. US and UK get no income from occupied territory.

  • PAGE 8:

    1. Liberated territories generate no IPC income for their controller but if the territory is valued at 3+ IPCs, the controlling player can place a bonus infantry there when their side takes control of the territory for the first time. Axis occupied territories become liberated when the USA or UK capture them.
    2. Supporting territories include all Allied starting territories and the Axis territories Japan, Italy, Germany, Bulgaria-Romania, and Finland. The controlling player can collect income from these territories even if no units are in that area. If captured they become occupied but return to supporting when retaken. They never become liberated.
    3. Impassable territories are geographically impassable and can’t be entered by any units, these are the Sahara, the Himalayas, and Mongolia.
    4. Combat zones are territories with unresolved combats. They remain under the defender’s control but are disrupted by enemy forces. Each enemy unit in the combat zone reduces the IPC revenue generated in the zone by 1. This cannot reduce IPCs generated beyond the value of the territory and does not reduce the number of units that can be mobilised there.

    US/UK cannot liberate territories that began the game as USSR territory until Moscow is captured as the movement restrictions are then lifted. If they liberate red zones, they return to USSR control.


  • PAGE 9:

    Economics:

    1. Oilfields: Axis Powers gain bonus IPCs if they capture any of the following: Egypt, Trans-Jordan, Persia, Anglo-Egypt Sudan, Italian East Africa, Burma, Borneo, India or East Indies. Each territory generates 1 bonus IPC for the controlling Axis player during the collect income phase. Additionally, Italy and Germany share oilfields so if either player controls an oil zone then both players can collect a bonus IPC in their collect income phases.
    2. Convoy Raids: Enemy ships in critical sea zones reduce the income generated by the associated land zone by 1 per ship up to the maximum (see table below). Convoy raids never reduce the territory income below zero. The convoy raids do not damage factories and do not reduce the number of units that can be placed there – instead they reduce the number of IPCs that can be collected in the collect income phase. Critical sea zones include all islands (no maximum ships per zone) plus the following:

    Associated Land Area Critical sea zones for area Maximum blockading ships per sea zone
    Eastern USA             10                           4
    Western USA             56                           4
    UK                           2,6,8,7,11,12             2 (combined total 6)
    Eastern Canada             1,9                           2 (combined total 3)
    Union of South Africa 27,28                           1 (combined total 2)
    India                           35                           3
    Australia                           39,40,41,47             1 (combined total 2)
    New Guinea             48                           1
    Archangelsk             4                           2
    Caucasus                         16                           2
    Germany                           5                           3
    Italy                         14                           3
    Japan                         62                           4


  • PAGE 10:

    House rules: Land units:

    1. Retreat moves: Both the attacker and defender can retreat to safe neighbouring territory. At the end of any combat round, both the attacker and defender can withdraw all/part of their units from combat. The defender declares retreats before the attacker declares – remove the units and continue combat if any units remain. Retreating defenders can retreat to any neighbouring, friendly territory and they can be split among several territories if the controlling player wishes. They can also retreat into another attacked area and take part in that combat if no other retreat option exists. The attacker can withdraw units to any zone that he attacked from; he can split his retreating forces among all territories that he attacked from. The attacker can also retreat forces if he/she wins a combat (no enemy land units left) but the player must leave at least one land unit to capture the territory. Infantry attacking from transports can retreat back onto their transports but tanks and artillery cannot retreat like this.
    2. Amphibious assaults: The 1st round of an amphibious assault has a landing phase where the attacker is trying to get their landing craft to shore. When placing units on the battleboard in the 1st round, the attacker places all shore bombarding ships and transports on the battleboard in addition to other units. The transports are loaded in the 1st round (place ship cargoes next to the transports). Next, the attacker rolls for shore bombardment and the defender allocates hits. The defender then declares which fighters and artillery are firing in coastal defence and rolls the attack nice – the attacker must allocate hits against either loaded transports or destroyers and both players remove casualties (ship cargoes are also removed). The attacker then unloads ship cargoes and takes surviving ships off the battleboard. The attacker rolls to hit with the rest of his units in the main phase and the defender allocates hits; the defender then rolls for all units that didn’t fire in the coastal defence phase and the attacker allocates hits. Both players remove casualties and make retreat decisions. The following combat rounds are conducted normally.

  • PAGE 11:

    1. Coastal defences: Defending artillery and fighters can both shoot in the coastal defence phase of amphibious assaults (see above) – all units that shoot in coastal defence cannot roll again for the 1st main phase. All artillery are allowed to fire at ships and defending fighters can also shoot in coastal defence if the attacker has no aircraft in the amphibious assault. Battleships and cruisers cannot be hit by fighters/artillery and excess hits against destroyers/transports are wasted.
    2. Combat zones and amphibious assaults: Amphibious assaults into combat zones have no shore bombardment/coastal defence phase as it is assumed the existing friendly forces have established safe landing zones.
    3. AA guns: AA guns are the only land units that are allowed to fire at aircraft; no other land unit can hit them. When rolling to hit aircraft, AA guns roll separately for fighters and bombers with hits being allocated separately. They fire in every combat round, not just the 1st.

  • PAGE 12:

    House rules: Sea units:

    1. Retreat moves: Ships can retreat in the same way as land units with the difference being that ships can retreat into any empty/friendly sea zone if they are the defender (the attacker must retreat to a sea zone his/her units came from). Players can also choose to retreat to port if next to friendly territory (see below). Submarines can submerge as normal.
    2. Combat zones at sea: Sea zones have no designated control, therefore ships do not count as defenders in an opposing players turn i.e: German subs count as attacking in the Germany/Italy, and Japan turns and defending in the UK/USA, and Russia turns.
    3. Submarine surprise attack: Attacking submarines only shoot in opening fire in the first combat round. However the attacker is also allowed to re-roll sub misses in the 1st round and allocate attacking sub-hits instead of the defender. Destroyers and cruisers both negate this attack and force the sub to shoot in the main phase.
    4. Capital ships: Battleships and aircraft carriers can only be built in sea zones next to starting ICs.
    5. Ports: In the non-combat movement phase or in retreat, a player can move their ships into port if adjacent to a friendly land zone with an IC or victory city in it. Place those ships on the friendly land zone to indicate they are in port. If a land zone is adjacent to many sea zones, place the ships on the coastal border of the sea zone they moved from; they must move to the bordering sea zone if leaving port. Moving in and out of port costs no movement points. Ships in port exert no control over sea zones and they don’t take part in adjacent sea battles unless an attacker is making an amphibious assault against the port territory, in which case they must immediately be placed in their bordering sea zone and will join any other defending sea units in that sea zone during combat. Ships in port do not reduce IPC income for being in critical sea zones. An enemy player can use ships to attack ships in port by moving to an empty, adjacent sea zone in the combat phase and declaring a port attack, however it is risky (see below). Aircraft can make a special attack against ships in port (see below). A player can also place ships in port when mobilizing units and he can place the ships on any coastal border. Ships play no part in land combat and if the port territory is captured, the ships are placed at sea in the adjacent sea zone. Allied ships can share ports.

  • PAGE 13:

    1. Ships attacking ports: In the first opening fire round, the defender rolls one dice for each attacking ship; it is hit by port defences on a roll of 1. The defender can also choose to deploy all artillery and fighters in the port territory to assist the defending ships in combat. The defending artillery can only hit destroyers/transports however they cannot be hit by any attacking ships and no hits can be allocated against them. Defending aircraft do not need aircraft carriers and can remain in combat beyond 1 round. Defending ships cannot retreat.
    2. Destroyer shore bombardment: Destroyers can conduct shore bombardment but they are vulnerable to defending fighters and artillery conducting coastal defence. Destroyers can be removed as casualties from shore defence but cruisers and battleships are both immune to shore defence.
    3. Cruiser ASW: Cruisers negate submarine surprise attacks in the same way as destroyers.
    4. Transports/Carriers: These ships cannot carry units from another allied power.
    5. Capital ships and subs: Battleships and aircraft carriers are very vulnerable to submarines. They can only roll to hit subs in combat if the controlling player declares they are attacking subs (roll separately for them). Their to-hit rolls are reduced to a maximum of 2 or less. All declared sub-hunt hits must be allocated against subs, excess hits are wasted.

  • PAGE 14:

    House Rules: Air units:

    1. Aircraft and Land units: Aircraft cannot be hit by any land units, except AA guns. However aircraft must retreat at the end of any combat round in which they are not supported by any infantry/artillery/tanks. Defenders can move 2 spaces to friendly zones and can move to unresolved combats if no other option exists. Attackers make their normal move to friendly territory when retreating (see combat moves below). Any planes that can’t retreat are destroyed. Also, fighters/bombers that are not supported by any infantry/artillery/tanks roll to hit on a 1 like attacking infantry.
    2. Aircraft and Sea units: All ships except submarines can roll to hit aircraft and planes need cruisers/destroyers to attack submarines. Aircraft can attack/defend for 1 round without an aircraft carrier, after which they must retreat. If an attacker/defender has aircraft carriers in the combat, the planes can remain longer if there are enough carriers for fighters (excess fighters must retreat). If a carrier is destroyed then excess fighters must retreat in that round.
    3. Aircraft and Submarines: Aircraft cannot attack submarines unless supported by a destroyer/cruiser. Additionally, the controlling player must declare which planes are sub-hunting and roll separately for them in the main phase. Sub-hunting aircraft only hit subs on a roll of 2 or less. All hits are allocated against subs and any excess hits are wasted. In any round where planes have no destroyer/cruiser support they cannot attack submarines.

  • PAGE 15:

    1. Dogfighting: If both the attacker and defender have aircraft in a combat round they dogfight instead of attacking normally. Dogfighting aircraft cannot be hit by land/sea units except for AA guns and all aircraft hits must be allocated against opposing aircraft, excess hits are wasted. Dogfighting bombers attack and defend at 1, fighters at 2, and jet fighters at 3. At the start of any round where only one side has fighters, they attack normally with full attack/defend values.
    2. Aircraft combat moves: Aircraft can use up to half of their total move in the combat move phase and the other half in the non-combat move phase. Planes can fly over enemy territory but if that territory contains enemy fighters the defender can choose to intercept. All planes flying through that territory must roll for one round of dogfighting combat against the intercepting fighters. This is resolved in the combat move phase before moving the planes to their final destination. AA guns do not fire at planes flying over territory; this includes planes that have been intercepted by fighters.
    3. Aircraft non-combat moves: If a plane doesn’t make a combat move then it can move its full distance, however these planes cannot fly over enemy territory containing enemy fighters. Aircraft returning from combat are not restricted.
    4. Aircraft retreats: Attacking aircraft can retreat their remaining move points to friendly territory. Defending Aircraft can retreat up to two spaces to friendly territory. Aircraft flying over territory with enemy fighters can be intercepted.
    5. Aircraft missions: Instead of attacking normally, a plane can conduct an aircraft mission. Unless otherwise stated, aircraft missions follow the rules of combat moves. Bombers and fighters can choose to do one of the following missions each turn.

  • PAGE 16:

    BOMBER MISSIONS:

    1. STRATEGIC BOMBING RAIDS: The defender rolls to hit with AA guns 1st, and then scrambles fighters to intercept attacking aircraft. Roll for one round of dogfighting for all attacking and defending planes. Surviving SBR bombers attack ICs, each doing 1D6 damage to the factory.
    2. NIGHT BOMBING RAIDS: The defender rolls to hit with AA guns, all hits do not destroy aircraft but force retreat. The defender can scramble fighters to intercept (1 round of combat), however dogfighting hits force retreat instead of destroying planes. Defending fighters don’t need to make a retreat move if hit. Any remaining bombers attack ICs, each doing 1D3 damage to the factory.
    3. BOMB AIRFIELDS: The defender rolls to hit with AA guns, and then scrambles fighters. The attacking bombers do not dog-fight and they roll no dice in the attacker’s shooting phase (they can still be hit by defending fighters and AA guns). Resolve firing and casualties for attacking/defending fighters. After casualties are removed, roll attack dice for bombers. They hit on a 4 or less (ground attack values) and the defender must allocate hits to aircraft. The combat lasts 1 round.
    4. ATTACK SHIPS IN PORT:  Planes can attack ships in port by moving into the land zone where the ships are in port or the adjacent, empty sea zone (see ports above). Attacking planes make a special surprise attack in the 1st combat round. Defending AA guns shoot in the main phase (not opening fire). All attacking aircraft shoot in opening fire and ignore dogfighting rules. All hits are allocated against the enemy ships (excess hits are wasted). The defender then rolls for AA guns and other defenders in the main phase (defending planes count as dogfighting). Attackers retreat after 1 round if no carriers are present, 2nd and 3rd rounds are resolved as normal combat rounds. Defending ships cannot retreat.
    5. PARADROP: In the combat move phase, a bomber can transport 1 infantry unit into combat. This infantry attacks on a 2 or less for the 1st 3 combat rounds. The bombers can be hit by AA guns and intercepted by enemy fighters (1 round of dogfighting) – if they are hit, then the infantry unit is lost too. The bomber doesn’t take part in the combat (other than defensive dogfighting from interceptors).
    6. AIRLIFT: In the non-combat move phase, a bomber can carry 1 infantry up to the full move range (6/8) to friendly territory or 2 infantry up to half distance (3/4). The infantry and bomber must start in the same territory. The bomber doesn’t have to finish in the same territory as it’s cargo.

  • PAGE 17:

    FIGHTER MISSIONS:

    1. FIGHTER ESCORT: Fighters can accompany bombers in any of the above missions to provide protection. They don’t have to start and finish in the same territory as the bombers.
    2. COMBAT AIR PATROL: If a player’s fighters didn’t move in his/her combat move phase, a player can assign them to combat air patrol of a neighbouring sea zone in the non-combat move phase. Place the plane in the sea zone until the start of the players next turn. It counts as defending that zone and doesn’t require a carrier to remain in that sea zone after the 1st round of combat. At the start of the controlling players next turn, move the plane back to the original land zone (this doesn’t count as a move).
    3. ATTACK SHIPS IN PORT: Fighters can attack ships in port like bombers. They don’t need to escort bombers in order to perform this mission.

    Extra House Rules:

    1. Tokyo Express: Japanese destroyers and cruisers can both transport 1 infantry. They can fight in combat normally.
    2. Kamikaze: The Japanese player can declare up to 6 kamikaze attacks per game against any enemy ships in sea zones 58,59,60,61,62, and 63. The Japanese player declares the attack(s) in the combat move phase and resolves the attack(s) at the start of the combat phase (before resolving any other combats). Each kamikaze attack hits on a 2 or less and the Japanese player allocates hits against enemy ships.
    3. Chinese bug rule: The USA player can’t build ICs in the Chinese territories but if the Axis player builds ICs in these territories and the US, UK or China player captures them then the US player can use the ICs when placing units.

  • PAGE 18:

    1. Rule the waves UK bonus objective: The UK collects a bonus 5 IPCs per turn in the collect income phase if no enemy ships are in sea zones 2,3,8,7,6,5,12,13,14,15,16, and 34 and the UK has at least 2 UK fighting ships in the Mediterranean and 2 UK fighting ships in the British Channel. Transports don’t count as fighting ships.
    2. Mobilization and victory cities: Players can mobilize up to 1 infantry each turn in each victory city (they must be paid for). India and the Dominions follow different rules (see above).
    3. Manpower reserves: Each turn a player can purchase up to 4 infantry for 3 IPCs. However further infantry cost extra; the 5th and 6th infantry units cost 4 IPCs and any extra infantry beyond the 6th cost 5 IPCs. The Russian player has lighter restrictions, he/she can buy up to 5 infantry for 3 IPCs and any extra ones cost 4 IPCs.
    4. Blitzkrieg: German tanks get a bonus when attacking. If a German tank rolls a hit in the combat phase, it can roll a second attack dice (hitting on 3 or less). Therefore each attacking German tank can fire up to 2 times in each combat round when attacking.
    5. Invade USA bonus: All Axis powers get a bonus of 5 IPCs each if at least 2 North American land zones are captured by Axis players.

  • Gee i wonder where many of these ideas came from???  LMAO!!

    I think you took it to a much higher level. Its like a rewrite of the standard rules.

    I like most of them however. And why shouldn’t I? most of them are mine! :mrgreen:

    just kidding ( not really :roll:)

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