• Makes for a longer game, but only half of Ipc get surrendured w the loss of  a capitol?

  • Sponsor

    @Chiefredcoles38:

    Makes for a longer game, but only half of Ipc get surrendured w the loss of  a capitol?

    Where does the other half go if your capital can’t produce units?


  • " “The war goes on” - When a capital falls, only half of held IPCs (round up) are given to the conquering player.  In addition, powers with occupied capitols continue to collect IPCs and may mobilize infantry as China does.  If they control an industrial complex,they may mobilize artillery at those complexes  They may not mobilize any other units until their capitol is liberated.  As is the case with China, the movement of units is limited to their original territories."  Bill C

  • Sponsor

    @Chiefredcoles38:

    " “The war goes on” - When a capital falls, only half of held IPCs (round up) are given to the conquering player.  In addition, powers with occupied capitols continue to collect IPCs and may mobilize infantry as China does.  If they control an industrial complex,they may mobilize artillery at those complexes  They may not mobilize any other units until their capitol is liberated.  As is the case with China, the movement of units is limited to their original territories."  Bill C

    I don’t know, kinda takes the buzz out of taking a capital. I mean…. all my soldiers are gonna die on the beach for half your money… thats a tough one.


  • 1 - Defending Subs are allowed to submerge after first round of combat even with enemy destroyer(s) present.  Basically, the attacker gets to roll with whatever he/she is attacking with, including aircraft of course.  If they score hits on the subs, then tough luck.  If they miss some/all of the subs, then the subs can submerge and escape the battle.  I get the idea of destroyers cancelling the first strike capabilities of subs and spotting them for aircraft attack, but I have never liked the idea that a sub is “trapped” and can’t submerge just because an enemy destroyer is present.  In reality, subs COULD still evade destroyers, it was just a little harder.  Plus, I don’t like the idea of a single destroyer showing up with 10 fighters to wipe out a stack of subs.  That just doesn’t seem right to me.

    HI KNP
    You should take a look of A&A realism enhanced rules from R.D.Baker, you’ll find cool rules about Sub and others warships.


  • This is known as ”Blind" play.  We only use bombers for recon, if used, connot be used in combat¡  I will post a link to our rules, as soon as I can.  :wink:

  • Customizer

    @crusaderiv:

    [HI KNP
    You should take a look of A&A realism enhanced rules from R.D.Baker, you’ll find cool rules about Sub and others warships.
    [/quote]
    Is that somewhere in House Rules?  I checked a few pages and couldn’t find it.


  • Is that somewhere in House Rules?  I checked a few pages and couldn’t find it.
    It must be somewhere in this site, don’t remember where.
    You can also used Wolrd war II expansion from gamer paradise.(There’s a lot of good naval rules)
    But this rules have been relase in 1989 so don’t know if you’ll be able to get it.


  • @crusaderiv:

    You can also used Wolrd war II expansion from gamer paradise.(There’s a lot of good naval rules)
    But this rules have been relase in 1989 so don’t know if you’ll be able to get it.

    WOW!  There’s a blast from the past:  Gamers Paradise rules.  Excellent expansion rules.

    I live in Chicago area and we used to play those rules for many years until Revised was released.

    Crusaderiv, how did you get those rules?  I believe they were sold via the internet, but that’s going way back.


  • Crusaderiv, how did you get those rules?  I believe they were sold via the internet, but that’s going way back.
    I bought it at the beginning of 1990’s.
    Geez……I’m getting older…
    Yes It was good expansion rules, I based my naval rules with gamer paradise I kept the essential and ports.but I changed some rules and add some new thing like merchant marine and ports.

    AL


  • LMAO I was using Gamers Paradise rules in Revised. I’ve been thinking about dusting them off and maybe trying them in Global but it’s been so long and so many changes were made. I think it would be alot of work to get them ready to use but OMG did i love them.

  • Sponsor

    @Yavid:

    LMAO I was using Gamers Paradise rules in Revised. I’ve been thinking about dusting them off and maybe trying them in Global but it’s been so long and so many changes were made. I think it would be alot of work to get them ready to use but OMG did i love them.

    Please share.


  • i don’t think i even have my copy of the rules anymore. I’ll have to see I did see them on ebay for $5 so i might have to rebuy them. If someone has them email them to me and I’ll do the work of making them global friendly.

  • '18

    I haven’t played with paratroopers yet, but the thread that discusses this unit seems to advocate strongly for a limit of one trooper per transport when going into battle (combat move), but then allow for the transport of two in NCM.

  • Customizer

    Our favourite house rule is the laboratory. This Idea was given to me by a dude on GameboardGeek but I have been informed by a player on here that that is BS and that he came up with it first. (he knows who he is and has time coded links lol) Regardless the idea is thus:

    During purchase units you can buy a lab. In all games except Global the price is 7 IPC, Global is 10IPC. The lab is placed in any territory you own during place units. Next turn during Research phase you roll one die for every lab you own. In addition to the labs you can also buy throw away dice for 5IPC to increase your chances. If the territory with your lab happens to be captured and held by the enemy until their research phase they would get to use it themselves.


  • most holy’s research fac. is great. he shared it with me about 4 months before someone else thought of it.

  • '17 '16

    @Young:

    @Yavid:

    LMAO I was using Gamers Paradise rules in Revised. I’ve been thinking about dusting them off and maybe trying them in Global but it’s been so long and so many changes were made. I think it would be alot of work to get them ready to use but OMG did i love them.

    Please share.

    Don’t know if it really matter since this thread was written a long time ago but I could say that this
    House Rule on Subs was based and adapted from the Gamers Paradise rules:

    Basic principles of a new Sub Warfare House Rule (nSWHR), for review
    http://www.axisandallies.org/forums/index.php?topic=32248.msg1208515#msg1208515


  • For any game with tech research in it, I like the tech being more likely to be discovered the more money you put into it. Instead of needing to roll a 6 on one die to discover the tech, you roll two dice and need to roll a 12, but for each previous roll, you get +1 to your current roll. So on the second roll you would succeed on an 11, on the third roll on a 10, etc. The average number of rolls needed to get the tech is about the same, but the variation is much lower. You’re much less likely to get it on your first attempt, but also much less likely to need 10+ attempts. To keep track of how many rolls you’ve made, place a die (or an airplane movement marker from Revised) on the tech chart where the control marker would go.

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