National Advantages for Axis & Allies 1942 Ed.


  • These are very good!  I vote to put them on as an article.


  • It’d be awesome to play a game with all of these national advantages in effect. It’d be difficult to keep track of, though.


  • Make cards. You print each one and pass them around next to the player so he can remember what he has.


  • I don’t quite understand Scorched Earth. Does it mean that Russia can remove the Moscow and Caucasus factories at the end of EVERY turn, while they are mobilizing units? Then doesn’t that effectively mean that Russia can build without complexes? So why wouldn’t you just keep them off the board for the entire game?


  • “1. Partisan Resistance
    When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
    Once per turn you may end a battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense, in any territory with existing Soviet control symbols shown on the game board”

    Why does it say “whether on attack or defense” and then say “in any territory WITH EXISTING SOVIET CONTROL SYMBOLS.” Isn’t this rule ONLY for defense then? You cannot attack a territory that you control, and if there are enemy units there, you don’t control it.


  • @habs4life9:

    I don’t quite understand Scorched Earth. Does it mean that Russia can remove the Moscow and Caucasus factories at the end of EVERY turn, while they are mobilizing units? Then doesn’t that effectively mean that Russia can build without complexes? So why wouldn’t you just keep them off the board for the entire game?

    It means that U can destroy your Soviet IC rather then leaving it to the Germans.
    U can build but not there were U dont have an IC ( an u dont have it in the territory in which u used Scorched Earth)


  • @habs4life9:

    “1. Partisan Resistance
    When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
    Once per turn you may end a battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense, in any territory with existing Soviet control symbols shown on the game board”

    Why does it say “whether on attack or defense” and then say “in any territory WITH EXISTING SOVIET CONTROL SYMBOLS.” Isn’t this rule ONLY for defense then? You cannot attack a territory that you control, and if there are enemy units there, you don’t control it.

    it seems it is written in a confusing way

    the autor should clarify


  • Another question, this time about the Kamikaze attacks: if you get a hit your plane is gone right? Makes sense that it would be, but it isn’t clarified. And if you don’t get a hit, does your plane survive? If so, where does it go? Does it participate in the ensuing combat? Or does it stay put until the noncombat phase?


  • “During Japan’s turn, at the start of any sea combat in sea zones 58, 59, 60 or 61, the Japanese player can attack one Allied surface sea unit (not a submarine) with Kamikaze. This attack occurs before the first round of combat, and any casualty is removed before the battle begins (if a battleship is hit once, turn it on its side - if two 1’s are rolled, the battleship is removed from play). If a carrier is selected as the target, any fighters aboard that carrier are assumed to have been launched before the kamikaze attack and may defend in the air normally in the ensuing battle, whether or not the carrier is sunk. The aircraft used for the Kamikaze planes are not represented on the board. To make the attack, the Japanese player indicates which ship is being targeted and rolls two dice. For each “1” rolled a hit is scored. Only one Kamikaze attack may be made per turn.”

    Doesn’t say anything about using a fighter for this attack.  As far as I can tell, it’s just an extra attack.


  • These are great game master.

    Have you every considered treating NAs like techs. So instead of a general techs their are nation specfic techs. That would be a more exciting way than just choosing which ones you want at the begining.


  • Shouldn’t this be on the mods/house rules section instead of the articles?

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