Upside-down Turtle's AA50 House Rules


  • I’ve read the AAHE rules and a lot of House Rules, and the main problem I feel is that they try too often to reinvent the wheal.  Pocket battleships, escort carriers, Naval fighters, half-tracks, all with different prices, stats, abilities and such, yet no individual pieces.  you must custom buy, or keep track of them some way.  :?  not that there is anything wrong with creativity.  On the contrary, it’s necessary, yet I think one can get to the point where u r no longer playing A&A, but a different game with similar pieces and the same board.

    I feel the first principle in a house rule is not to reinvent the wheel.  It’s like getting the kitty for landing on Free Parking in Monopoly.  :lol: It’s supposed to add fun to the game.

    In my house rules, I’ve done my best to honor A&A tradition by looking back at previous editions and house rules and adding the best rules to AA50.  However, the National Advantages were tweaked for AA50. I made a hybrid of the original NA’s and the Larry Harris Tournament Rules NA’s for what I hope will be the best of both worlds in terms of NA’s.  I’ll post personal comments on each factions NA’s later.  For now, here are additional rules to the file below:

    All surface combat ships; destroyers, cruisers, and battleships can bombard (why not?)

    Paratrooper bombers can act as transport during non-combat (again, why not?)

    All Cruisers move on a 3. (when using Fast Carriers NA, this only makes sense)

    Sea zone 16 closed b/c of Turkey.

    AA guns fire every time enemy flies over them

    Fighter abilities:

    Bomber Escort

    can perform Combat Air Patrols

    Can intercept whenever flown over

    Price changes:

    battleships 18 (just because it almost was)

    transports 6 (same)

    Tech Mods:

    Mechanized Inf can move 2 and blitz, independent of Tank support.  (this was the case in Revised US NA)

    Jets attack 4, defend 5, and can’t be hit w/ AA guns

    Super subs attack and defend on 3

    Improved factories also reduce cost of everything by 1 (yes, bringing back a dead technology).

    Tech mods I’m considering:

    making rockets into a improvable tech:  first rocket tech roll, u get V1 rockets, which do half damage.  The second time you role rockets, u don’t role again, but get V2 rockets, which do full damage and can use nukes, if you have them.  This is only to make nukes harder to use.

    Doing the same w/ heavy bombers via number of dice or which dice counts.

    *Comment on Nukes: I basically borrowed a rule from Risk 2210 A.D. and modded it for A&A.  I read the nuke rule in AAHE, and I thought the ability to recover from a nuclear strike so quickly was just unrealistic. I wanted to make nukes so devastating that a player may never use it.

    *A NOTE ON THE FILE

    these National Advantages pages are meant to be printed out, folded in 3, and placed in the faction boxes for each respective power.  The 3rd tech chart can be stuck in the rulebook next to the other charts.

    Axis and Allies National Advantages modified.doc

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    I totally agree about reinventing the wheel considering some of the house rules I have read.

    I myself have a simple agenda when making rules, such as…… modify the units that are included in the game instead of trying to create new plastic pieces, don’t physically change the game board with a ink marker or stickers and work with the attack/defense/movement chart that is already in place.

    Of course there is nothing wrong with doing the oposite and creating a totally different type of game however, I prefer creating rules using the game mechanics that are already parallel with the Axis & Allies style and feel.

    I havn’t had a chance to read all you’re house rules however, I just wanted to say that I agree on you’re philosophy about creative style and because of that, our rules may be similiar.


  • i can not read word document’s from my computer, if it would not be a trouble, would it be possible to post a text or adobe document


  • Below is the file under a different format.  the above one was saved as a Microsoft Word 97 file.  If you still can’t read it, I’ll need to know what software you use so I can post it under that format.

    Soviet Union National Advantages

    1. Russian Winter
    Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down.
    Once during the game at the beginning of a winter season, you can declare a severe winter. Until the start of spring, your infantry defend on a 3.

    *While in Revised this could be used on any USSR turn, restricting it to winter only makes sense.

    2. Nonaggression Treaty
    The Japanese refrained from attacking the Soviet Union during most of the war. They already had one bear
    coming at them from the east.
    The first time in the game that Japanese forces attack any maroon territory, you may place four of your infantry for free in that territory before resolving combat.  If Japan attacks more than one territory, you may decide which territory receives the infantry.  If you attack Japan before it attacks you, you lose this advantage.

    *AA50 gave Russia much more needed space in Siberia as to discourage a Japanese attack.  In my first AA50 game as the Japan, once again, I had tanks outside of Moscow.  So far for me, this old rule married to the new game has kept Japan at bay, leaving Russia’s IPCs intact to deal w/ Germany.  Yes, I changed “red territory” to “maroon” (WARNING!..GEEK RANT…Maroon?! Are you kidding me?  What ever happened to Commie Red?  It was PERFECT for Russia.  Maroon!!! What were you thinking?  Darn you, Larry Harris, Darn you!!!) to adapt it to the new board.

    3. Mobile Industry
    In response to the threat from the Russian front, the Soviets moved their factories east. They produced
    5,000 tanks east of the Urals in 1942.
    Your industrial complexes each may move 1 territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them.

    *While a half-good German player can take Korellia (typo) on G1 in 1941, the 1942 scenario lets Russia move first, allowing it to pull it’s IC and AA back to Archangelis (typo).  This opening move makes it that much harder to take that IC, stretching Germany out, making it harder for Germany to reinforce the front. Russia can still build 2 units at that IC, and it protects Archangelis, which is needed for that 10 IPC NO.

    4. Salvage
    After the Battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets
    found interesting uses for them.
    If you win a combat against attacking tanks in a maroon territory and at least one attacking tank is destroyed, you may place one free tank in that territory.

    *This is just another great ability for the Russians.

    5. Lend-Lease
    With the Ukraine lost and factories moving east, the Soviet Union could neither feed nor rebuild itself. The
    Allies came to its rescue.
    During your purchase units phase, you can convert units belonging to a friendly power into your units if they begin in or moved into maroon territories. Remove the affected units from play and replace them with the same units of your own color.

    *Her I wonder why NOs replaced NAs instead of just adding to them.  This NA marries perfectly with the 10 IPC NO that requires no British or American units on Soviet soil.  The Allies can funnel troops in from the north, and not restrict any bonus income.

    6. Trans-Siberian Railway
    The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
    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 Cherbet, and Buryatia S.S.R.

    *I added the two new territories to complete the R.R.  Ever had to fight a 2 front war and the vast expanses of Siberia seemed like more of a problem that an advantage?  Well worry no more.  This allows Russia the ability to quickly shift troops from east to west and back, reinforcing where needed.  In Siberia, Russia dominates, and any Jap player will think thrice before venturing this near suicidal rout.

    Well, that’s it for Russia.  Think their too powerful?  Wait till you see Germany’s NA’s.

    Axis and Allies National Advantages modified.doc


  • the computer can not read word documents, the computer failed to convert that file,
    i am using microsoft XP, i have a notepad program, and adobe reader 8


  • sorry for the trouble.  the file below should be readable through notepad.  None the less, here’s the whole thing in text:

    Soviet Union National Advantages

    1. Russian Winter
    Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down.
    Once during the game at the beginning of a winter season, you can declare a severe winter. Until the start of spring, your infantry defend on a 3.
    2. Nonaggression Treaty
    The Japanese refrained from attacking the Soviet Union during most of the war. They already had one bear
    coming at them from the east.
    The first time in the game that Japanese forces attack any maroon territory, you may place four of your infantry for free in that territory before resolving combat.  If Japan attacks more than one territory, you may decide which territory receives the infantry.  If you attack Japan before it attacks you, you lose this advantage.
    3. Mobile Industry
    In response to the threat from the Russian front, the Soviets moved their factories east. They produced
    5,000 tanks east of the Urals in 1942.
    Your industrial complexes each may move 1 territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them.
    4. Salvage
    After the Battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets
    found interesting uses for them.
    If you win a combat against attacking tanks in a maroon territory and at least one attacking tank is destroyed, you may place one free tank in that territory.
    5. Lend-Lease
    With the Ukraine lost and factories moving east, the Soviet Union could neither feed nor rebuild itself. The
    Allies came to its rescue.
    During your purchase units phase, you can convert units belonging to a friendly power into your units if they begin in or moved into maroon territories. Remove the affected units from play and replace them with the same units of your own color.
    6. Trans-Siberian Railway
    The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
    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 Cherbet, and Buryatia S.S.R.

    Germany National Advantages

    1. U-Boat Wolf Packs Interdiction
    Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby. The Undersea boats swarmed Allied shipping lanes, sinking ships regardless of their cargo. Some “cargo” were noncombatants.
    During the collect income phase of the U.K. and U.S. turns, subtract 1 IPC from the collecting power’s national production total for each of your submarines on the game board. If at least two of your submarines make a combat move into a single sea zone, they attack on a 3 (4 for Super Subs). They may come from different sea zones, but they must attack the same sea zone.
    2. The Atlantic and Western Walls
    The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain.  Prior to the war, Hitler built a massive wall along Germany’s western boarder for a defense against any future invaders. 
    During any amphibious assault against a gray or brown territory or in any of the following maroon territories: Baltic States and Ukraine, all your infantry defend on a 3 during the first cycle of combat.  During any land assault into Germany via France or Northeastern Europe, all your infantry defend on a three during the first cycle of combat. 
    3. Panzerblitz
    The colossal Panzers rumbled across Europe and North Africa.  They would breach enemy lines, then turn and wreak havoc on the defenders.  These were supported by fully mechanized infantry divisions. 
    You start with paratroopers and mechanized infantry.  If your attacking forces destroy all defending units in a territory in one cycle of combat, or no combat is required, any of your surviving tanks and mechanized infantry in the attacking forces may move 1 territory during the noncombat move phase. 
    4. German Scientists
    Germany gathered some of the greatest scientific minds in the world to make technological breakthroughs to aid the German war effort. 
    Research tokens only cost you 4 IPCs. 
    5. Luftwaffe Dive-Bombers
    Europe was blitzed and bombed. During the Blitz, Londoners came to fear the JU-87 Stuka dive bomber, a small plain that plaid a big role.  It’s screaming screaming siren generated terror on all battlefronts.
    Your fighters may conduct strategic bombing raids. Roll one die per fighter involved in a strategic bombing raid, but divide each die roll by 2, rounded up. The maximum damage per fighter still cannot exceed twice the factories production capacity.  If intercepted, your fighters must drop their bombs for no damage and dogfight.  Your fighters may also conduct tactical bombing runs.  During the first cycle of combat, if there are no enemy fighters present, your fighter hits on a 5. 
    6. Fortress Europe
    Hitler ordered the Gustav Line in Italy to hold at all costs. Those costs included tens of thousands of men
    on all sides.
    Your artillery in gray or brown territories or in any of the following maroon territories: Baltic States, East Poland, Belorussia, Eastern Ukraine and Ukraine, defends on a 3.

    United Kingdom National Advantages

    1. Radar
    Britain’s radar alerted it to the threat of German planes crossing the channel. It used this warning to make sure the Luftwaffe never made it to the other side.
    You start out with Radar.  Your antiaircraft guns hit air units on a roll of 2
    2. Joint Strike
    The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
    Once during the game, on your turn, you may declare a joint strike. You complete your turn as normal, except you skip your combat move and conduct combat phases. (Any of your units may move on your noncombat move phase.) On the U.S.’s turn, the U.S.’s player can move any of your units during his or her combat move phase and conduct combat with them, as if they belonged to the U.S. You and the U.S.’s player
    must agree on attacking casualties, or the opposing player gets to choose them.
    3. Enigma Decoded
    Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
    Once per game, when 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 an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind.
    This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.
    4. Mideast Oil
    The United Kingdom’s 1920 division of the Middle East tapped into the power from the sands. The Germans tried to get that power for themselves.
    If an air unit you own lands in Egypt, Anglo-Egypt Sudan, Trans-Jordan, or Persia during your noncombat move phase, it may then move an additional number of spaces equal to its normal movement.
    5. French and Polish Resistance
    Poland and France fell quickly to the Germans. Thousands of French and Polish patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
    Once per game, if France becomes controlled by the Allies, you may place three of your infantry there for free.  Once per game, if Poland becomes controlled by the allies, you may place three of your infantry there for free.
    6. Colonial Garrison
    World War II represented the height of the United Kingdom’s colonial empire. Two decades later, the Commonwealth was a shadow of its world-spanning former self.
    You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

    Japan National Advantages

    1. Tokyo Express Lightning Assaults
    In the early part of the war, Japan strung together a series of invasions that shocked the world. They conquered island after island until they controlled nearly every Far East seacoast. The Japanese High Command used destroyer convoys to ferry infantry. Allied sailors dubbed this the “Tokyo Express.”
    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. Your transports may make more than one amphibious assault per turn: They may move, attack a coastal territory, then move again and attack a second coastal territory. They still must stop their movement in the first hostile sea zone they enter. A transport’s capacity is unchanged; it still cannot load or offload more than one land unit plus one infantry in the turn.
    2. Kamikaze Attacks
    A terrifying development was the willingness of Japanese pilots to fly their planes directly into U.S. ships. They even developed “Flying bombs” piloted by the soldiers inside.
    At the start of sea combat, you may declare during the combat move phase that a fighter is making a Kamikaze attack. Your fighter may make a combat move without having to land in a friendly space afterward.  Each such Kamikaze attacks or defends during the opening fire step of combat on a 4 (5 for Jets).  For each Kamikaze, target a single naval unit.  Once a target is declared during the combat move phase, the attack cannot be called off, nor targets changed.  A Kamikaze automatically becomes a casualty during the opening fire stage of combat.
    3. Kaiten Torpedoes
    Like the Yokosuka MXY7 Ohka “Flying bomb,” the Kaiten Torpedo had a human pilot inside. Once the pilot closed the hatch, he would never open it again.
    At the start of a sea combat, you may designate submarines as a kaiten torpedo. They attack and defend on a 3 (4 if you have the Super Submarines development) during the opening cycle of combat.  Each Kaiten Torpedo targets a single sea unit.  Once a target is declared during the combat move phase, the attack cannot be called off, and the target cannot be changed.  The submarine automatically becomes an opening fire casualty in the opening cycle of combat. 
    4. Most Powerful Battleships with Navel Night Fighting Skills
    The largest and most powerful battleships of that time sailed under the Japanese flag.  Japan trained long and hard in the techniques of naval operations at night.  In contrast, the United States had a lot of catching up to do. 
    Your battleships attack, defend, and bombard on a 5.  On the first round of sea battles, whether you are attacking or defending, your battleships fire twice. 
    5. Dug-In Defenders
    Many Japanese troops defending Pacific islands elected to die in their bunkers rather than surrender.
    All your infantry on islands defend on a 3.
    6. Banzai Attacks
    A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant “May you live ten thousand years.”
    When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which your attacking land units consist of only infantry.

    United States National Advantages

    1. Island Bases
    MacArthur’s forces built many airbases on the islands they conquered. From these bases, they could launch attacks deeper into Japanese-held territory.
    When moving your air units, you may treat island groups as part of the sea zones containing them. For example, a fighter (move 4) could travel from Hawaii to the East Indies in one turn, assuming your side controlled both island groups.
    2. War Economy
    The US mobilized its economy for war on a scale never before seen.  Every resource of the country was tapped for the war effort.  Rationing, war bonds, and Rosie the Riveter became iconic parts of the American culture.  With its Fleets of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
    You start out with War Bonds and Mechanized Infantry.  Your cost of buying sea and air units is reduced by 1. 
    3. Marines
    “Send in the Marines!” was a popular U.S. rallying cry in World War II.
    Your infantry attacks on a 2 (3 when supported by an artillery) in the land combat portion of an amphibious assault.
    4. Fast Carriers and Battleships
    The U.S.S. Independence was the first of nine light carriers constructed on Cleveland-class cruiser hulls. The Iowa Class battleship was designed to be able to keep up with the new fast carriers.
    Your aircraft carriers and battleships have a move of 3.
    5. Chinese Divisions
    The Chinese had three hundred divisions in 1942. President Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them.
    During your mobilize new units phase, you may place one Chinese infantry in China for each Chinese territory under Allied control.  You may place any number of those infantry in any friendly Chinese Territory, regardless of how many units start out in that territory.  French Indo-China Thailand is now considered a Chinese Territory, and Chinese infantry and the Flying Tiger can occupy and control it. 
    6. Superfortresses
    The B-29 Superfortress flew higher and packed more of a punch than any other plane in the U.S. arsenal.
    You start out with High Altitude Bombers.

    Breakthrough Chart 3

    1.Mobile Artillery

    Your artillery has a movement of 2, but cannot blitz.

    2.High Altitude Bombers

    Your bombers are immune to anti-aircraft fire.

    3. Heavy Artillery

    The attack value of your artillery is now a 3.

    4. Heavy Tanks

    Your tanks now attack and defend on a 4.

    5. Nuclear Weapons

    If you have Rockets or High Altitude Bombers, you may use either to conduct a nuclear strike.  Nuclear strikes follow the same rules for strategic attacks for rockets and bombers respectively, with the following modifications: A nuclear attack can be carried out on any enemy territory or sea zone, regardless of whether it has an industrial complex or not.  A nuclear strike immediately destroys all enemy units, including industrial complexes and anti-aircraft guns.  A nuked territory is now Impassable, and no longer produces income, nor contributes victory city tokens.  A bomber that is intercepted before dropping its bomb does not trigger a nuclear blast.  Upon the first nuclear strike of the game, the rules immediately change to Total War, with the number of surviving victory cities the requirement for victory.

    6. Submarine Aircraft Carriers

    Your Aircraft Carriers now have all the special abilities of a submarine.  Your carriers now attack and defend on a 2 (with the Super Sub technology, your carriers attack and defend on a 3).  Any fighters being carried also share in these abilities.  Fighters being carried by a submarine aircraft carrier may perform a Surprise Strike along with the carrier and Submerge along with the carrier, so long as the fighters are in the same sea zone as the carrier.  The carrier can still hit air units.  Fighters attacking with a carrier can attack submarines.  Entering a hostile sea zone containing an enemy destroyer still negates all special sub abilities.

    again, I’m sorry i didn’t just do this earlier

    Axis and Allies National Advantages modified.txt


  • i have never known of a submarine aircraft carrier,
    i could comprehend a out of range aircraft carrier that could fly aircraft to a battle, although with search technology opposing fighters could seek and engage these out of range carriers and fighters,

    i like the nuke idea, although it looks overpowered, if 1 player rolls rockets or high altitude bombers it would be game over for the opponents,
    is there a secondary cost to nukes, rather than just having the tech and using nukes to knock all opponents out of the game,

    i think that nukes should have a high I.P.C. cost, 30 - 40 I.P.C.


  • What are the rules for Total War when someone drops a nuke?  is that posted in another thread?


  • @d142:

    i have never known of a submarine aircraft carrier,
    i could comprehend a out of range aircraft carrier that could fly aircraft to a battle, although with search technology opposing fighters could seek and engage these out of range carriers and fighters,

    i like the nuke idea, although it looks overpowered, if 1 player rolls rockets or high altitude bombers it would be game over for the opponents,
    is there a secondary cost to nukes, rather than just having the tech and using nukes to knock all opponents out of the game,

    i think that nukes should have a high I.P.C. cost, 30 - 40 I.P.C.

    The Japanese build a sub aircraft carrier, but it could only hold 3 planes.  The concept may be impractical, but the US considered it so dangerous that it destroyed the Jap sub carrier they captured, and to this day the US Navy trains for scenarios involving enemy Submerged Carriers.  Really, I’m not sure if I should keep this tech or not.  It’s just one of those “what if” things to have fun with.

    I tried to make nukes a double edges sword by being able to deny both sides need income and space to maneuver.  The only place this does not apply is sea battles, since sea zones do not become impassable after a nuke.

    I considered splitting rockets into 2 versions, V1 and V2.  When you roll rockets the first time, you get V1, which do half damage.  When you roll rockets a second time, you do not roll again, but get V2 rockets which do full damage and can use nukes (I’ve also considered doing the same for heavy bombers i.e. HB: 2 dice, Super HB: 3 dice).  Making nuke rockets harder to get, along with decreased range, may help.  Still, I think nukes might be overpowered in the fact that they may be a game ender.  Yet, isn’t that what would have happened in WWII, what did happen in WWII?  I think this is the inherent problem for having nukes in A&A.

    Nuclear Total War works like this:  If anything gets nuked, land or sea, the game goes to Total War, with all 18 Victory cities needed for victory.  If a territory with a VC in it get nuked, that VC token is no longer attainable, and the Victory condition is reduced to 17 VCs.


  • i think that the way to have nukes tech is to have the cost that outrageous that they could not be used often,
    or that the nukes tech is not easy to get, i.e. roll rockets twice, or heavy bombers twice,
    i would have the nukes tech combined with high altitide or heavy bombers, and the cost 50 I.P.C.
    that makes the nukes a big risk with the cost of a bomber 12 and a nuke 50


  • @d142:

    i think that the way to have nukes tech is to have the cost that outrageous that they could not be used often,
    or that the nukes tech is not easy to get, i.e. roll rockets twice, or heavy bombers twice,
    i would have the nukes tech combined with high altitide or heavy bombers, and the cost 50 I.P.C.
    that makes the nukes a big risk with the cost of a bomber 12 and a nuke 50

    Yah, but then you might never get nukes.  Remember 24 IPC battleships?


  • if i had nukes tech i would build a stack of bombers and nuke every opposing territory within range,
    for 45 - 50 I.P.C. i could build 3 -4 bombers and nuke territories with no opposition with the superfortress tech,
    getting nuke tech needs a twist because of the damage that it can do,
    simply getting lucky by rolling a tech that has nukes tech combined would be a game killer, i think that a cost for nukes that would force a player to factor the cost of nukes into the I.P.C. spend would make nukes plausable within a set of house rules,

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