• 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:)


  • Well i love these house rules man 19 posts! in 1 chat board!@!

    Anyways, i’m new here as well and imperious could tell you how bad i am when i 1st came here and i am.
    Anyways love some of the ideas (i will admit that i scimmed)  anyways ya well maybe you could have done a few less posts unstead of doing pg: 1,2,3,4,5 … etc.

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