I have a nice paper about the following house rules on a pdf, it includes nice pictures. If anyone is interested, I can send it by mail! It is 440 kB big, three pages!
my e-mail: bamse_andersson@hotmail.com
2 HIT BATTLESHIPS
It takes two hits to sink a Battleship. Once hit, a Battleship is turned on its side to reflect its new status.
A damaged Battleship may not attack or perform shore bombardment. It moves normally and defends on a 3, but returns fire based on its status before any hits take effect.
Battleships may be repaired. To be repaired, a Battleship must move into a friendly Land/Sea zone with an industrial complex in order to be repaired. Repairs can only be made during the active player’s turn and only during the purchase turn. On the turn a Battleship is repaired it may not move, it is considered in port being repaired.
The cost of repairing a Battleship is determined by the roll of 2 D6 and adding both of them together. The total of both die is the number of I.P.C.’s to repair the ship. If one roll the dice to find the cost of repairs, one must pay that amount. Once sunk, a Battleship may not be repaired. Only a new one can be built.
KAMIKAZE ATTACKS
(Japan only)
Any Japanese fighter may perform a Kamikaze Attack, that may use up all of it’s movment to reach a target of his choosing. The target choosen may only be enemy naval units, except submarines.
A Kamikaze Attack must be declared during combat movment turn, they are only to be used during the first round of combat.
The choosen target defend first, if successful the Kamikaze attack fail. The kamikaze fighter is then destroyed and removed from play. The Kamikaze attack automatically hits the chosen target, if the defending target is not successful.
Any ships sunk as a result of a Kamikaze attack are destroyed and removed from play. In the case of a Battleship, one hit of damage must be inflicted immediatly. If an Aircraft Carrier is chosen as a target, any fighters on board can defend with the Carrier.
The defending target (including any protecting fighters) may not defend more than once during a round of combat, and hence will not counterattack any other attacking units. Kamikaze fighters may not be taken as casualties, as they are destroyed when they make their attack.
AIR TRANSPORTS
This rule make it possible to paradrop infantry units into otherwise unaccessible territories. The rule can also be used to reinforce a defensive position by airlifting infantry from one territory to another.
Infantry may only be dropped from or transported by bombers. A bomber can carry one infantry unit and may not perform any bombing missions for that turn. The bomber and the infantry unit must embark from the same territory.
When airlifting infantry over an enemy or neutral territory, the move takes place during combat movement turn. If there are A/A guns in their path, these bombers can be fired upon. If a bomber is hit, it is immediatly removed from play along with the infantry unit.
Bombers assigned for air transport have a reduced range of 4. Heavy Bombers technology does not affect the rules for Air Transports.
A paradropped infantry go into combat at an increased attack factor of 2 instead of 1 and they cannot retreat from combat. This increased attack factor is for the first round only.
ASSAULT GUNS
(Weapons Development)
Assault Guns are heavily armed and armoured armor, designed to accompany infantry. Assault Guns make it able to not only attack an enemy position with greater force, but make it less susceptible to counterattack.
Any player may develop Assault Guns instead of Industrial Technology. However, this rule is not applicable to German SS Panzers.
Each attacking armor increases one matching infantry to an attack roll of 2 or less. Each armor’s defense capability is also increased to 3.
Russia starts the game with Assult Guns, if using the optional rules for Weapons Development Benefits in Axis & Allies® Second Edition Rules Booklet.
‘88s’ – ANTI-TANK GUNS
(Germany only)
This rule should be used in combination with Assault Guns, if Russia starts the game with Assault Guns. In order to bring play balance, 88s are vital for the German player to fend off any attacking Russian Assault Guns.
The German player may take advantage of his Anti-Aircraft (A/A) guns dual capability and may choose to use his A/A guns as an Anti-Tank gun. The choice of how the A/A gun is to be directed must be declared during the first round of combat and may not be redirected on a new target during the combat.
A defending A/A gun rolls one die for each attacking armor (or assault gun) during each round of combat or once at every attacking aircraft. The casualties have no chance to counterattack.
SS PANZERS
(Germany only)
SS Panzers are specialized in repelling enemy advancement and make a conciderable reinforcement to the German player’s defense.
SS Panzers cost 8 I.P.C.’s and can only be built in Germany. A SS Panzer unit has a movment capability of 1, defends on a 5 and attack on a 4.
SS Panzer units can be shipped via transports and may be built above regular armor units.
One can use regular armor painted in black as SS Panzer units.
If using the optional rules for Weapons Development Benefits in Axis & Allies® Second Edition Rules Booklet, the German palyer may build SS Panzer units instead of starting the game with Jet Power.
FIGHTER COVER
(Strategic Bombing Raid)
The bombers conducting a Strategic Bombing Raid (SBR) may be escorted by fighters as protection. The defending player’s fighters may then intercept the bombers conducting a SBR, if stationed at the target area.
Any fighters intercepting the bombers (defending player) attack first at a die roll of 3 or less. Then fighters escorting the bombers and the bombers return fire as usual, defends on a 4 and 1 respectively. The battle lasts for one round only.
If there is an A/A gun at the target area, it can only fire at the bombers, not the fighter escorts. The escorting fighters are considered to rendevous with the bombers near the target, but they leave before the bombers actually reach the target. The escorting fighters can then land anywhere within their range limitations.
Any fighters and bombers used in a SBR may not also be used in a regular land combat in the same territory on the same turn. If a land battle was won by the attacker then any surviving fighters that were intercepting bombers in a SBR would be considered destroyed on the ground.
NEW COMPLEXES
(Strategic Bombing Raids)
The damage effects from a SBR at a newbuilt or captured industrial complex is both economic and military.
The cumulative effect for each bomber in a SBR is as follows:
Cumulative die rolls of: 1 2 3 4 5 6
(for all bombers)
Economic Setback: 1 2 3 4 5 6
( I.P.C.’s to surrender)
Military Setback: -1 -1 -2 -2 -3 -3
(Units can’t be built here)
B. Anderssson
General B. Andersson, Game Master