Axis and Allies Revised Varient ( historical edition)


  • -Add elite units (1 per nation)
    -Add new map? (I still have to look at your map to see if we really need a new map. I have a few ideas of my own on how to change the map.)
    -maybe move techs and NAs down to this section?

    Yes this need to be done! Any changes on the map can be made easily.


  • Land Combat Sequence:

    1. Any attacking artillery units fire first preemptively on the first round. Note: artillery units can also make a special attack that does not require that they move into the territory as follows: They may fire one “salvo” from a territory they reside and across it into an enemy territory for one round only. This attack is considered preemptive and the defender cannot roll in its defense.If they decide to attack in conjunction with other attacking units than multiple rounds of combat are permitted. During each  subsequent combat round they fire in simultaneous fashion. Any ground forces hit as a result of artillery bombardment attack are now removed from play.

    2. If the attacker has brought in air units, then they must engage defending air units separately each combat round until only one side has any air units left. This can be accomplished by one side destroying the enemy or retreating their own air units. During each round where ground combat continues and only one side has air units, those remaining air forces can attack ground forces with preemptive rolls each combat round. Land units cannot attack planes in any manner, except in territories that contain a Industrial Complex ( this would be rolled before the start of the first combat round).All ground forces hit as a result of aerial attack are now removed from play.

    3. After each round the attacker followed by the defender rolls for each engaged ground unit trying to hit at or lower than its attack factor. Each hit caused by an Infantry unit can only be applied to an infantry unit, while armor unit hits must be applied to any defending armor units first before any other unit can be selected as a causality.Armor units include artillery types of units.

    4. The defender then rolls for his defending units including those selected as causalities again trying to roll at or lower than each units defense value. The attacker must remove loses in the same manner as required by the defender.

    5. The attacker followed by the defender can make retreat declarations. Retreats can be in full or partial and only the currently engaged units are able to roll dice. If the defender has decided to retreat and leave behind a “rearguard” force only those ground forces are then able to fire in defense. If the attacker scores additional hits beyond what the defender has allocated for this purpose, then those retreating forces may have to absorb additional hits as required.

    6. If the defender is either destroyed or retreats, then the attacker automatically occupies the territory and a control marker is placed in the territory.


  • Here would be a decent starting point for NA’s:

    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 in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry in red territories defend on a 3.

    2. Non-aggression 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 the Japanese forces attack any red territory, you may place four of your infantry for free in that territory before resolving combat. If Japan attacks more than one red territory in that turn, you may decide which such territory receives the infantry. If you attack an orange territory before Japan attacks you, you lose this national 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 non combat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value). They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them. You may mobilize at a complex if you controlled both the industrial complex and it’s new territory at the start of your turn.

    4. Conscripts (replace Salvage)
    The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped.
    During your mobilize new units phase, you may place one of your infantry for free in any red territory if you control it. This free unit is in addition to the group of units you just purchased.

    5. Katyusha Rockets (replace Lend-Lease)
    The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.
    Your artillery attacks on a 3, for the first combat cycle only.

    6. Trans-Siberian Railway
    The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
    In the non combat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R.

    7. Russian T-34’s
    Your ARM in red territories defends on a 4.

    8. Lend-Lease
    During your Mobilize Units phase, you can convert up to 12IPC worth of Allied units into Soviet units if they are in a red territory. These may be land or air units. Remove the affected units from play and replace them with the same units of your own color.
    -When declared, place 1 free INF in any Red territory you control, during the Mobilize Units phase of this turn only.

    Germany National Advantages

    1. U-Boat Interdiction (revised)
    Determined to undermine the Allies’ supply chain, Germany eventually endorsed a program of shipbuilding. As a result a fleet of U-boats were built in an attempt to starve Britain.
    The U.K and U.S. players are susceptible to supply line interdiction by German submarines. This rule implies that your submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink” IPC’s. On the U.K and U.S. players collect income phase, the player must subtract 2 IPC’s to the bank for each German submarine within 1 sea zone of an industrial complex controlled by respective nation. For each German submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turns conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containing the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).

    2. Atlantic Wall
    The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain.
    During any amphibious assault against a gray territory, all your infantry defend on a 3 during the first cycle of combat.

    3. Panzer grenadiers (replace Panzer blitz)
    During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
    Each of your tanks gives one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

    4. Tiger Tank Battalions
    The massively powerful Tiger tanks were assigned to heavy tank battalions to support other units for special operations, to be deployed en masse for decisive shock action.
    You may build three tank units as Tiger tanks, but only one per turn. A Tiger tank attack and defends on a 4 or less. Each Tiger tank costs 6 IPC’s and may be rebuilt if destroyed. Tigers have a movement capability of 2, but cannot blitz as regular tanks.

    5. Blitzkrieg (replace Luftwaffe Dive-Bombers)
    German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
    When a fighter attacks along with a tank, their attack increases to 4 respectively. This pairing is on a one-to-one basis. The increased attack ability is for the first cycle of combat only and is cancelled if defending fighters are present.

    6. Fortress Europe
    By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe.
    Your artillery in gray territories defends on a 3.

    7. German 88’s
    During the first cycle of combat only, on Attack and Defense, your artillery fire in the Conduct Opening Fire phase (instead of the Attacking Units fire and Defending Units fire phases respectively). Casualties are removed immediately.
    -When declared, place 2 free artillery in any Gray territory you control, during the Mobilize Units phase of this turn only.

    8. Panzer blitz
    If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving armor may move 1 territory during non-combat movement.

    9. Afrika Corps
    Place 1 infantry, 1 artillery, and 1 Armor for free in Libya if you control it, during the Mobilize Units phase of this turn only. *1 free infantry is also placed as soon as you declare this NA at the start of your turn that are allowed to be used this turn as regular infantry.

    10. Wolf Packs
    Your submarines attack on a 3 (4 with Super Subs) if there are at least two of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this NA. The submarines may come from different sea zones, but must attack the same sea zone. For Convoy Raids, when there are at least two German submarines in the same sea zone (which didn’t submerge during this turn’s Conduct Combat Phase), and they are within 2 sea zones of the enemy IC, the enemy subtracts an additional 1IPC from their collected income. If the groups of at least two Subs are within one sea zone of the enemy IC, the enemy subtracts an additional 2 ipc from their collected income.
    -When declared, place 1 free SUB in either sea zone 5 or sea zone 14 during the Mobilize Units phase of this turn only. You may place the submarine even if the sea zone is enemy-occupied.
    -Submarines now cost 1IPC less.

    11. Luftwaffe Dive-Bombers
    During the first cycle of combat, if there are no defending fighters present, your fighters hit on a roll of 4 or less. In succeeding cycles of combat, the fighters hit normally. If defending fighters are present, this ability is cancelled. This NA applies to both Land and Naval Combat. Your fighters are still subject to any AA Fire. In addition, your first FTR purchased costs 5IPC less. All other purchased fighters are normal cost.

    Italy National Advantages

    1. Piggyback Tech: On the turn after Germany obtains a given technology, Italy gets it also (if Germany gets Heavy Bombers in G2, Italy has it in I3).

    2. Mediterranean Express: allows Italy to move 1 infantry to Libya during non-combat movement.

    3. Desert Tracks: Allow Italian armor to move through Sahara. They must both enter and leave Sahara in same turn and cannot retreat into this territory. (Any Italy units in Sahara at end of Italy’s turn die).

    4. Afrika Corps: Allow any German units sent to Africa to become Italian upon landing, and be immediately usable by Italy.

    5. Untrained Forces: The first time Italian forces meet a given Allied nation in battle, the Italians choose the order of loss for the Allied forces (this is designed to foster a “Kasserine” style result in Italy’s first encounters with enemy forces).

    6. Axis Pact: Allows any German forces that end their turn in an Italian held territory to be used by Italy in THEIR attack, even if the German forces were used during Germany’s turn. Aircraft so used MUST return to the there starting point (where they were when Germany ended their turn) at the end of battle. All such forces revert to German control at the end of Italy’s turn.

    7. Frogmen: Would allow 1 infantry to attack 1 Allied naval unit that is adjacent to an Italian held territory-containing infantry (Italy specifies targets). Infantry rolls normal attack (1 in 6) and if successful sinks 1 allied ship. Such attack precedes normal attack round. Failure is loss of Italy infantry.

    United Kingdom National Advantages

    1. Radar
    Britain’s radar alerted it to the threat of German planes crossing the channel.
    UK owned antiaircraft guns in tan territories hit air units on a roll of 1 or 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 at the start of a round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and non combat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move; conduct combat, and non-combat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. Weapons developments or national advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

    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 any one adjacent space into one friendly sea zone being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a sea zone being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a non-combat move. If your units survive, they remain in the space to which they were moved.

    4. Commonwealth Troops (replace Mideast Oil)
    The British Commonwealth Troops served in all theatres in World War II - from Europe to North Africa to South-East Asia.
    During your mobilize new units phase, you may place one of your infantry for free in any tan territory with an income value higher than 1 IPC if you control it. If the territory contains an industrial complex, you can mobilize no more units than the income value of that territory.

    5. French Resistance
    France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
    Once per game, if the Allies control Western Europe, you may place three of your infantry there for free during the mobilize new units phase of your turn.

    6. Colonial Garrison
    World War II represents 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.)

    7. The Royal Navy
    Place 1 free Destroyer off the coast of Eastern Canada, Egypt, South Africa, India, Australia or UK if you own the land territory, during the Mobilize Units Phase of this turn only. You may place the destroyer even if the sea zone is enemy-occupied.
    -Your destroyers cost 1IPC less.


  • Japan National Advantages

    1. Tokyo Express
    The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal 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 destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

    2. Kamikaze Attacks (revised)
    A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
    You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

    3. Long Lance Torpedoes (replace Kaiten Torpedoes)
    The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
    Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

    4. Super Dreadnoughts (replace Lightning Assaults)
    Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
    Your battleships attack (imply shore bombardment) and defend on 5.

    5. Dug-In Defenses (revised)
    The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
    All your infantry on islands are immune to shore bombardment and 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 all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.

    7. Kaiten Torpedoes
    At the start of a sea attack, the Japanese player designates up to two of his submarines as Kaiten.
    -In the first cycle of combat, Kaiten hit in the Opening Fire step of combat (meaning, their casualties cannot hit back) - each Kaiten specifies one specific enemy sea unit which it tries to hit (two Kaiten could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd Kaiten may attempt to destroy the secondary target). Kaiten hit on a 3 in attack and defense (4 in attack with Super Subs). Enemy units cannot hit Kaiten! Instead, they automatically die after the first cycle of combat, whether they have hit or not.
    -Kaiten are still subject to destroyer detection. If detected, must first kill a DD first before getting a chance at the primary target.
    -You are limited to 2 Kaiten per TURN.
    -When declared, place 1 free submarine in either sea zone 60 or 61 during the Mobilize Units phase of this turn only. You may place the submarine even if the sea zone is enemy-occupied.
    -Your submarines cost 1IPC less.

    8. Naval Advantage
    When declared, Japan is given a free 16IPC (i.e. 4 free Minor Tech rolls), which must ALL be used towards developing Minor Tech. IPC’s not spent, or unable to be spent (e.g. Delayed NA) this turn, may be carried over, but must still be used for Minor Tech.

    United States National Advantages

    1. Lend-Lease Program (replace Island Bases)
    During World War II, the U.S. military began administrating what became known as the “lend-lease program”. In this program, the U.S. gifted its allies with an array of military equipment and munitions, including ships.
    During your mobilize new units phase, you can convert any U.S. units to equivalent U.K. or Soviet units. The conversion can only take place on an allied territory or in a sea zone adjacent to an allied territory containing an industrial complex. Remove the all affected units from play and replace them with the same unit of your ally’s color.

    2. 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 you’re mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, or Kwangtung. This free unit is in addition to the group of units you just purchased.

    3. Marines
    “Send in the Marines!” was a popular U.S. rallying cry in World War II.
    Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.

    4. Mechanized Infantry
    With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
    Your infantry have a move of 2 and may blitz as tanks do.

    5. Liberty Ship Program (replace Fast Carriers)
    In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program.
    Your transports now cost 6 IPC’s.

    6. Super fortresses (revised)
    The B-29 Super fortress carried the biggest standard bomb load of any wartime bomber.
    Your bombers roll one additional die each when conducting a strategic bombing raid.

    7. Pacific Divisions
    Place 1 free INF/TURN during the Mobilize Units Phase in either Sink, Chi, Kwa, Phi, Alsk or Haw if you control it.

    8. Naval Industry
    All Naval units cost one less IP for the entire game.


  • You’ve made a lot of major changes to land combat. It’s going to take a long time to go through all that. Have you playtested it yet? I haven’t gone through it thoroughly yet but it seems like rtl might be too powerful now. It seems like attacker has the advantage in the air war. If one side spreads out their airforce (which I think they should be encouraged to do) then the attacker can concentrate all his airforce to pick off those lone fighters. If there is ever 1 lone fighter, I’m sending 4 of my fighters to take it out easily and then keep those fighters concnentrated so he can’t do the same to me. You end up with good players then just contrating fighters in 1 territory each. I don’t think it will play out well, but like I said, just a first impression.

    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 in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry in red territories defend on a 3.
    **************This is a must NA but realistically shouldn’t every nation’s infantry defend at 3. German infantry are just as well protected in the winter.
    2. Non-aggression 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 the Japanese forces attack any red territory, you may place four of your infantry for free in that territory before resolving combat. If Japan attacks more than one red territory in that turn, you may decide which such territory receives the infantry. If you attack an orange territory before Japan attacks you, you lose this national advantage.
    **************I never liked the 4 free infantry even though everyone follows suit with it maybe just cause it’s in the box rules. How is it realistic?
    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 non combat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value). They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them. You may mobilize at a complex if you controlled both the industrial complex and it’s new territory at the start of your turn.
    *********Good
    4. Conscripts (replace Salvage)
    The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped.
    During your mobilize new units phase, you may place one of your infantry for free in any red territory if you control it. This free unit is in addition to the group of units you just purchased.
    ********** With the VC infantry placement this isn’t much of an advantage
    5. Katyusha Rockets (replace Lend-Lease)
    The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.
    Your artillery attacks on a 3, for the first combat cycle only.
    **********Good
    6. Trans-Siberian Railway
    The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
    In the non combat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R.
    **********Why not just have them move 3 max? That way they can move from Russia to Bury. in one non-combat move
    7. Russian T-34’s
    Your ARM in red territories defends on a 4.
    ********** I really like this.
    8. Lend-Lease
    During your Mobilize Units phase, you can convert up to 12IPC worth of Allied units into Soviet units if they are in a red territory. These may be land or air units. Remove the affected units from play and replace them with the same units of your own color.
    -When declared, place 1 free INF in any Red territory you control, during the Mobilize Units phase of this turn only.
    *********We got to talk about lend-lease later. I don’t know if it should be a NA since it’s not specific to either UK or Russia. We should just fit lend-lease into the general rules?


  • Germany National Advantages

    1. U-Boat Interdiction (revised)
    Determined to undermine the Allies’ supply chain, Germany eventually endorsed a program of shipbuilding. As a result a fleet of U-boats were built in an attempt to starve Britain.
    The U.K and U.S. players are susceptible to supply line interdiction by German submarines. This rule implies that your submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink” IPC’s. On the U.K and U.S. players collect income phase, the player must subtract 2 IPC’s to the bank for each German submarine within 1 sea zone of an industrial complex controlled by respective nation. For each German submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turns conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containing the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).
    ***************U-boat interdiction might have to be made a general rule, not a NA, so all nations have equal acces to it, yet defined in a way to help out Germany the most. More on this in naval combat rules.
    2. Atlantic Wall
    The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain.
    During any amphibious assault against a gray territory, all your infantry defend on a 3 during the first cycle of combat.
    ****************We need this NA but maybe define it differently. We don’t need AA guns anymore since IC fire directly, right? So Why not make AA pieces coastal defense pieces? No nned for new pieces and Germany can build up as much defense as they want. Opinions?
    3. Panzer grenadiers (replace Panzer blitz)
    During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
    Each of your tanks gives one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.
    *************Good
    4. Tiger Tank Battalions
    The massively powerful Tiger tanks were assigned to heavy tank battalions to support other units for special operations, to be deployed en masse for decisive shock action.
    You may build three tank units as Tiger tanks, but only one per turn. A Tiger tank attack and defends on a 4 or less. Each Tiger tank costs 6 IPC’s and may be rebuilt if destroyed. Tigers have a movement capability of 2, but cannot blitz as regular tanks.
    **********i don’t like the idea of 2 different German tanks to keep track of.
    5. Blitzkrieg (replace Luftwaffe Dive-Bombers)
    German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
    When a fighter attacks along with a tank, their attack increases to 4 respectively. This pairing is on a one-to-one basis. The increased attack ability is for the first cycle of combat only and is cancelled if defending fighters are present.
    *********** Maybe we can define it differently. Increased attack power isn’t really what blitzkrieg is about.
    6. Fortress Europe
    By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe.
    Your artillery in gray territories defends on a 3.
    ********** Why just rtl? Define differently?
    7. German 88’s
    During the first cycle of combat only, on Attack and Defense, your artillery fire in the Conduct Opening Fire phase (instead of the Attacking Units fire and Defending Units fire phases respectively). Casualties are removed immediately.
    -When declared, place 2 free artillery in any Gray territory you control, during the Mobilize Units phase of this turn only.
    *********Huh? don’t rtl fire in opening fire for land combat anyway?
    8. Panzer blitz
    If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving armor may move 1 territory during non-combat movement.

    9. Afrika Corps
    Place 1 infantry, 1 artillery, and 1 Armor for free in Libya if you control it, during the Mobilize Units phase of this turn only. *1 free infantry is also placed as soon as you declare this NA at the start of your turn that are allowed to be used this turn as regular infantry.
    ***Too powerful?
    10. Wolf Packs
    Your submarines attack on a 3 (4 with Super Subs) if there are at least two of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this NA. The submarines may come from different sea zones, but must attack the same sea zone. For Convoy Raids, when there are at least two German submarines in the same sea zone (which didn’t submerge during this turn’s Conduct Combat Phase), and they are within 2 sea zones of the enemy IC, the enemy subtracts an additional 1IPC from their collected income. If the groups of at least two Subs are within one sea zone of the enemy IC, the enemy subtracts an additional 2 ipc from their collected income.
    -When declared, place 1 free SUB in either sea zone 5 or sea zone 14 during the Mobilize Units phase of this turn only. You may place the submarine even if the sea zone is enemy-occupied.
    -Submarines now cost 1IPC less.

    11. Luftwaffe Dive-Bombers
    During the first cycle of combat, if there are no defending fighters present, your fighters hit on a roll of 4 or less. In succeeding cycles of combat, the fighters hit normally. If defending fighters are present, this ability is cancelled. This NA applies to both Land and Naval Combat. Your fighters are still subject to any AA Fire. In addition, your first FTR purchased costs 5IPC less. All other purchased fighters are normal cost.


  • How many NA’s does each nation need? How about for fairness each side gets the same number instead of each nation? So each Axis nation might get 6 and each Allies nation might get 4.


  • Some of these are Anderssons ideas… (r.e. NA’s)  They only represent a starting point…any of them can be changed…

    On the combat system i wanted to shoot for something different, but something thats “Uber”  realistic with them you can visualize exactly the tactical mechanism thats going on. Remember artillery only get that one round of “preemtive fire” representing the “set-piece” battles of setting up your offensive with the prelininary barrage of hundreds of cannon… The air rules are very realistic, since their was not way that any real damage was done on planes from land based units… w/o some local air support armor was a sitting duck against planes…This is totally realistic and will promote plane buys… Artillery does not seem to much better off considering its at 2/2 costing 4 and moving at one, vs. a tank with 2 extra points of value 3/3 and the extra move… also tanks can now target enemy tanks and artillery, which is important since tanks often engaged each other in large battles… infantry was basically the “mop up” of the battlefield following the dirty work of tanks… I was considering the idea as follows:

    When taking hits a tank costs two hits, while an infantry unit costs one… So if you get 4 hits… you can lose either 2 tanks or 4 infantry, or 2 infantry and one tank… this idea might have to change the cost of tanks to 6 IP to balance…Another idea floating was to use the actual “die result” total of all hits representing the total IPC that the other player must take as loses… Example: you got 2 tanks and 3 men, you roll tanks getting a 6,3=one hit, followed by infantry rolling 1,5,2=2 hits… now take the hits:
    3+1+2=6 this 6 IPC represents the total value in IPC the defender must lose from the current combat round!.. now that is way advanced stuff! You know i can create some really unique ideas… i think that idea rocks IMO.


  • How many NA’s does each nation need?

    I was thinking of allowing each player to choose from the group of NA’s about 4-5 of them, or to randomly assign them a number that is rolled on a d10 or d12 die. so each nation will need about 10-12 choices…My thought on these NA’s was a “changeup” of strategy to make each game unique… but more importantly present historical events that are not addressed in the OOB rules but that are easy and fun to play… the flavor to each nation really makes this idea fun… They kinda take the place of a card set to throw the randomness into the game… much of revised is too much “home planning” where people have extensive playbooks based on every possible opening… these NA’s will be something that will influence lesss of that and more creative strategies…just an idea.


  • The problem that I have with having that many NAs is that it will be too hard to make the roughly equivalent in value. In the box rules there a very large discrepency in value between the NAs. The super good ones in my mind are Joint Strike, Enigma Decoder, Lend-Lease, Superfortresses to name a few. There needs to be an approx. equal value to all NAs. The more NAs there are the harder it will be to make them all about the same. I say let’s start with the minimums of 4 for each Allied nation and 4 or 6 for each Axis nation. We can build off of that list when we feel the need.

    How about we present this to people in a way that allows for several different variations? Phase 1 rules would be the bare-bones, must-have rules so that the game doesn’t turn into ridiculousness such as Japan taking over all of Asia by turn 4-5 or Germany taking all of Africa by turn 3-4. These phase 1 rules won’t necessarily include rules such as rtl getting opening fire because this rule isn’t needed to make the game play out better, but just to enhance realism. These rules can be added in phase 2.

    I think to start out we should just concentrate on the rules that fix a major, fundamental problem with the game and not worry about rules that will only enhance realism of combat, not how the game plays out.


  • I think to start out we should just concentrate on the rules that fix a major, fundamental problem with the game and not worry about rules that will only enhance realism of combat, not how the game plays out.

    ==== OK this can be done. A basic version with the most glaring problems fixed followed with something thats more like another system altogether incorporating ideas that make further changes to the game.


  • Do you have time to playtest the house rules for victory cities and infantry placement? All my work on that has been pencil, paper and calculator based. I need someone to play it out at least once and I’m not going to have the time to do it myself. I think those couple rules will solve many major problems, but if for whatever unseen reason those need to be modified we need to know about those problems before we add more rules on top of them.

    I think if we just add the turn sequence fix we talked about and a sub interdiction fix and change air units movement/strategic bombing that should be all the real basic rules that need fixing, right?


  • Give me till friday to complete some playtesting…


  • You’ll see that I posted a much more concise and cleaner version of the victory city house rules in that topic. Use this for your playtesting. Also, let me know of any typos or sections that need elaboration if you see any. I will eventually be posting the same thing for a house rule submission here and in the house rules forum at Larry’s site.


  • I think the basic problem with improving realism is that the basic game is so incredibly un-realistic that sweeping changes are needed to make it even vaguely correct.

    For example, it takes a whole move (3 months) to get from NY to the UK. The problem is that even ROWING BOATS can do it in less than two months in real life!

    So according to A&A, a destroyer at top speed can do nothing more than look wistfully at a couple of guys in a rowboat as they speed past them……

    I think the Shermans used at 2nd El Alamien left the USA just 3 months (1 move) before the battle. In the game, they would take 4 moves - a whole year.

    But the slow movement doesn’t compensate for the lack of supplies, as the UK and Japan can still keep churning out weapons at full speed, even if they are blockaded by battleships and carriers six deep all around them. There’s no great drama if the UK loses the battle of the atlantic - the only thing that scared Churchill and a real possibility (unlike Sealion which was not really possible in real life yet is easy in the game).

    On the other hand, many impossible moves are permitted - you can just wander into the Baltic with a transport. There is no terrain effect so you can drive a tank just as quickly through jungle, over mountainrs or through undeveloped un-supplied areas just as easily as you can drive through the steppes in the summer.

    You get upgrades for jet fighters (which had only minor effects, due to allied tactics, reliability problems, armament which made them vulnerable to fighters, etc etc) and get to use kamikazes (again, really a minor effect on the war) but you don’t get to really use war-winning weapons like Liberty ships, ASV radar, escort carriers, or the vast improvements in ASW capacity.

    Many of the major events of WW2 would either be impossible or not worth it in A&A, because of some fundamental features (lack of logistics, supply, terrain, speed/distance problems) and therefore maybe we need either massive change or to ignore the problems.

    It could still be interesting to make a realistic set of rules, but there are going to have to be some massive changes.


  • You make a ton of really great points. I agree there is no way that you are going to make the game totally realistic, as is the case with any model. Thankfully, there are varying levels of realism and ‘realism’ is a relative term. All we can hope for is to come up with a few rules that have a profound effect on enhancing that realism. As you probably already gathered from this topic, it’s our goal to come up with a set of rules that fix a lot of those problems you addressed, but at the same time doesn’t overwhelm some of the less diehard history buffs with a bunch of rules that they have to sit down and memorize for hours on end. We’re hoping to come up with a set of concise rules, hopefully no more than 4-5 pages long, that will really fix up the game a lot. When that’s done, we can begin work on the next phase of rules to delve a little deeper into making an even more realistic game for those who want more. After that, yet another phase, and so on…

    I’d be interested to hear anything you have to say about any ideas addresses so far in this topic or in the related topic of house rules for victory cities. Any ideas for rules to help us out?


  • Yep… now you see what i see in him… HMS Onslow is a great thinker… I hope he helps us out… On that point i think we should perhaps divide up the project in sections… like what was done in Harris… then we compare and match the parts together woven together the ideas into something that will be good.

    Id put him in charge of naval combat rules and MOVEMENT!.. At least he can rework the “advanced” section of the naval combat… I think our basic treatment should be very simple like Duke implies, while the advanced concept should be an evolutionary approach and redefine the game… Like how avalon hill used to do with games like Third Reich, The Russian Campaign, and D-day.

    no more than 4-5 pages long

    yep i agree… thats the key… except NA’s are not included in that page count… (they take up 3 pages on their own).


  • I think I have the blueprints for possible ideas to fix the issues we need in phase 1. I got some basics for strategic bombing, air unit movement, sub interdiction, lend-lease, and defender retreats. I’m keeping out of NAs and even techs for now. I don’t like those much anyhow, but I just feel strongly that the NAs should all be worth about the same value. I’ll keep on doing my calculations to make sure there are no loopholes in these new rules and probably get back to you soon. If anybody can just playtest those victory city/infantry placement rules in the last post of that other topic, the feedback would help me out tremendously for what I’m working on now. Besides, it’s not like playtesting is work anyhow :-D


  • Just some ideas to support your work here, on the airplane issue. Note these are not play-tested, just some ideas from my earlier World in Flames where I loved the aircraft names on counters but hated the countless hours needed to play the game… Just like in that game, fighters now only shoot at other aircraft. Carrier air still is combined naval bombers/ fighters.

    Air combat: if there is a bomber and at least one ftr in a land combat, there is a round of air combat before each land combat round. Naval combat w. carrier air on both sides always includes an air combat round. When there are no fighters on either side, the air combat round is skipped. Fighters are never subject to AA fire. Only bombers are attacked by AA and only after the first air combat round. Bomber hits always hit fighters, may not hit other bombers. Every second (fourth, sixth etc) fighter hit is designated by the attacker. When an air unit is hit in air combat, they may avoid being destroyed by rolling a dogfight roll. This is equal to the air combat value for bombers, for fighters it is different for each fighter type. Attackers that win this roll retreat, defenders continue to fight.

    Fighters- Standard fighters: 3/4 air only, range 4, cost 8 IPCs. When defending in non-air combat rounds, ftrs do not participate until they are the last units remaining when they may be taken as losses. If only ftrs are remaining after a non-air combat round, they may retreat to any adjacent land area that was not attacked this turn (SBR doesn’t count). If no such area exists, they are destroyed.

    Carrier air- fighters bound to the carrier, but can be killed in the air combat round or be killed in the naval combat separately from the carrier. When bought they are placed directly on carrier next to a friendly land area. Fighters mat be converted to carrier air for 4 IPCs, or vice versa. Have 3/4 in both air and naval combat, cost 10 IPCs. Also 2/2 land bombing on islands only (note UK and Japan are not single-sea zone islands), they are too small aircraft to influence a major land campaign.

    Bombers/special fighters- here I think you could use the different pieces in Revised and 2nd A&A, w. these air units for each nation:

    Germany:
    AA2nded fighter- standard fighter (Messerschmitt Bf-109). Dogfight: 2/3.
    AAR fighter- Junkers 87 Dive bomber, 4/2, range 4, cost 10 IPCs, 1 in Air combat, no SBR.
    AAR bomber- Junkers 88 Medium bomber, 4/3, range 6, cost 12 IPCs, 2 in Air combat, half SBR. May be used as night fighter: then 3/4 in air combat.
    AA2nded bomber- standard bomber.

    Soviet Union:
    AAR fighter- standard fighter. Dogfight: 2/2.
    AA2nded fighter- Sturmovik IL-2 bomber, 3/4, range 4, cost 8 IPCs, 2 in Air combat, no SBR.
    AAR bomber- standard bomber.

    USA:
    AA2nded fighter- standard fighter. Dogfight: 3/3.
    AAR fighter- P38 Lightning, 3/4 fighter, range 6, cost 12 IPCs. May not be carrier ftr. Dogfight: 4/3 (also represents P-51 Mustangs).
    AA2nded bomber- B-25 Mitchell medium bomber, 4/3, range 6, cost 15 IPCs, 2 in Air combat, half SBR.
    AAR bomber- B-17 Flying Fortress heavy bomber, 4/2, range 6, cost 18 IPCs, 2 in Air combat, SBR +1.

    UK:
    AAR fighter- standard fighter (Spitfire). Dogfight: 3/3.
    AA2nded bomber- Mosquito light bomber, 3/4, range 6, cost 12 IPCs, 2 in Air combat, half SBR. May be used as night fighter: has 3/4 night ftr.
    AAR bomber, Lancaster heavy bomber, 4/1, range 6, cost 15 IPCS, 1 in Air combat, SBR +1. No naval bombing.

    Japan:
    AA2nded fighter- standard fighter. Dogfight: 2/2.
    AAR fighter, Mitsubishi A6 “Zero”, 3/4 fighter, 4/3 naval bomber (no land bombing, exc. if carrier ftr, islands at 2/2), cost 12 IPCs, costs only 2 IPCs to convert b/w ftr and carrier ftr. Dogfight: 3/2.
    AAR bomber, standard bomber.

    Standard bomber: 4/2, range 6, 1 in Air combat, 15 IPCs, one die of IPC damage. Bombers can fly night bombing: reduce SBR damage by one, all air units fire on one less (except Ju88/Mosquitos used as night ftrs). Lend-lease restriction: UK and US may only send ordinary ftrs to base in Russian home areas due to Soviet lack of training for advanced aircraft. Jet fighters: 4/5 air only, 12 IPCs, need tech. Dogfight: 4/4.

    Starting forces: Each ftr unit on land, replace w. 1 standard ftr and 1 bomber, the latter Ju87s, Sturmoviks, Mitchells, Mosquitos. UK and US bmrs at start: Lancaster and Flying Fortress. Exception: Germany replace one Ju87 w. a Ju88, US replace 1 ftr w. a Lightning. Japan: one of carrier ftr and the ftr in Japan are Zeros, but only 1 bmr at start in Japan.

    Strategic bombing: IPC damage capped at half cash at hand. AA hits are aborts, roll an extra die, only on a 1-2 is bomber killed, only killed on a second ‘1’ if bomber has Air combat: 2. Note you must fight one air combat round if intercepted, before AA fire. Escorting fighters are designated before interceptions but are not subject to AA fire.

    Defensive use of air units: you may reinforce air units to adjacent land or sea areas under attack, if these air units are not defending against another attack (including SBR). They take part in the first round of air combat and the first round of land or naval combat with one less in defense value. After that they are returned to their area of origin. This gives the defender a much needed advantage since the attacker can draw air units from his entire front. It also gives island bases in the pacific a greater historical use as air bases. Note that Pearl Harbor and the British and German Home fleets now become much, much harder to attack!

    /Lynxes, swedish gamer, now waiting to play “Europe Engulfed”


  • WOW!  those ideas are like a carbon copy of what id like to see… except we need to extract the essence of that and incorporate it in a more digestible format… can you come up with some more air functions, but in a easier format?

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