I’ve heard people talk about doing this but I’ve never seen anything concrete. You would have to adapt the zombie cards to the territories in Anniversary. With those new cards and some zombies (you will likely need twice the zombies that come in A&A&Z) you should be good to go.
Thank you for your comment. I guess we think the same way.
Lowering the tanks‘ attack value for two Axis powers and one of the Allies has already changed a lot, because especially Japan has to rely heavily on tanks when marching though Asia. Attacking with „2“ instead of „3“ takes 33% of their power away. The UK usually is less aggressive and needs less tanks. The US can provide that element while establishing in North Africa, Norway or France.
But the idea is still in my mind to enhance UK’s firepower for the later stages.
Research is super fun, but can seriously unbalance the game if a player gets lucky with their first couple rolls. Therefore, we play that the player chooses which tech to research, however better techs have a lower chance of being successfully researched.
The mechanism of researching is the same, you buy research tokens (dice rolls), roll for success, if none hit the tokens are banked for next turn and can roll again at no cost, if successful the tech is gained and the tokens are removed and must be rebought to do more research . The cost of each token (die roll) is increased to 8 IPC (normally is 5). But, tier 1 techs will be successfully researched with a roll of 3 or lower, tier 2 with roll of 2 or lower, and tier 3 with roll of 1:
To balance out how multiple techs are gained, we separated complimentary tech into opposing groups to prevent them from easily being researched too quickly back-back and becoming OP. To research a tier 2 or 3 tech at least one tech from the tier below must be already obtained from WITHIN the branch. Note, the techs are separated into left and right branches.
So to get heavy bombers (left, tier 3), you could research adv artillery or factory prod (left, tier 1) then radar or long-range air (left, tier 2). Then, to get jet fighters (right, tier 3), you’d have to also research 2 corresponding lower tier techs in the right branch, because adv artillery/radar/etc. don’t count towards the necessary lower tier techs for the right branch.
This topic is very interesting. Mainly because the German “Wehrmacht” hat great difficulties with fuel shortages.
I would say, as long as you are not in control of at least one oil field your tanks can not “blitz” and aircraft can only fly defensive missions (or there should be a restriction how many spaces they can fly - for instance -1 for bombers and fighters)
There should be a rule which allows you to make a strategic bombardement of the oil fields.
That is a very interesting idea. I would like to hear more of it 🙂
I use a LL chart for Russia and sometimes UK gets a Destroyer. Plus in Ger NA I have if they get they can buy a Ger piece and place at a Italy ic or buy Italy 1 piece and place at a Italian ic. I think this is best way so you don’t interfere with the Transports. Besides I have enough convoy raiding going on in the Atlantic. If you guys are interested in my rules and game NA just to give u more ideas I can post more here if you’d like.
So the rules me and my crew have been using for the last 5 or 6 years have worked for us so far.
Atomic bombs are a two part tech: require both heavy bombers and atomic bomb its self. Its a time consuming and expensive proccess. Although it is not listed here we have contemplated adding resource requirment for radioactive materials. Listed bellow is how our text appears in weapons and development:
*Enables nuclear Bombs. It costs 5 IPCs to build each atomic bomb. Must be loaded at an airfield aboard a Heavy Bomber. An atomic
bomb run can only be shot at by Anti aircraft fire. Each bomb may be used in one of 3 ways.
Infrastructure target: automatically destroy a grey infrastructure target of your choosing as well as roll a D-6 to decide
how many enemy units die.
Strategic Nuclear Bombing: roll a d-10 to decide IPC property value to be destroyed and a d-6 to decide how many
enemy units die. The property value will increase by 1 IPC per turn until it is returned to its starting value.
Naval Bombing: Automatically destroy your primary target, regardless of hit points; also roll a d-6 to decide how many
ships are destroyed. You may not damage ships.
(Explanations not in text)
.Bomb is destroyed from its single use
.no limit on bomb stockpile or building
.one bomb per heavy bomber
.loading a bomb consumes bomber movment for that round
.bombs can only be loaded at airfields
. a stategicly nuked territory can never deplete value below zero. Every following round its value will climb by 1ipc value per round until it reaches its original value
I think Persia might be the optimal play for the Allies under these rules – you can easily reinforce it from Stalingrad, and you can push either east to India or west to Egypt as needed. Persia’s usually not worth a factory in OOB play because it would only have 1 production slot, but with 2 production slots in Persia at the start of the game, you could really swing the center of the board toward the Allies.
Anybody want to test this out by e-mail? I’ll take the Allies with a factory and AAA in a modified Persia that’s worth 2 IPCs and has 2 production slots for as long as I can hold it. I wouldn’t ask for any further bid; that sounds like plenty to me.
Soviet Union Vasily Zaytsev Soviet Sniper during the battle of Stalingrad killed 225 soldiers including 11 snipers. Pick one Russian soldier. If garrisoned in a region containing a city Vasily may roll to shoot an enemy in an adjacent region (hits on 2 or less). This takes his action for the turn and he may not participate in any other combat for the remainder of the round.
Germany Hermann Balk German Tank Commander whose lone Panzer Division nearly destroyed the entire Soviet Fifth Tank Army in three weeks. Pick a German tank. For the duration of the game this unit has +1 to combat rolls against Soviet Tanks. Dietrich Von Sauken Prussian Nobleman, a tough veteran of every WW1 front. Saluted Hitler with a classic bent arm, typically sporting a cavalry sword, facial wounds and monocle. Dietrich asserted his command in spite of vocal anti-Nazi views while instrumental in the Kursk, Barbarossa, Minsk, and Moscow offensives. Pick a soldier. This motorized unit fights has an increased movement to two. May retreat two spaces, but cannot blitz like tanks and must end in first enemy territory entered. VonSauken supports two soldiers acting as an artillery piece. Hans Rudel German Aviator veteran of 2,530 ground attack missions, over 50 aerial victories and claimed to have destroyed over 800 enemy vehicles of all types. Deploy a plane in Germany, this unit takes two hits to defeat. However, Hans may not take a damage meant for ground units, only for another air unit. At the end of the round if Hans survives he is restored to full health if ending in a starting German controlled territory.
United Kingdom: Robert Ryder British Sailor, commanded a force of small unprotected transport ships during the daring raid of St. Nazaire dry docks. Instead of withdrawing as commanded, Ryder strafed fire for an hour and fifteen minutes recovering as many wounded as possible. Pick a transport. 1 adjacent allied land unit may choose to retreat to Ryder’s ship instead of fighting in a battle if there is space. This action is determined by the British player before the battle. Additionally, in an amphibious assault retreat if there are not enough transport ships for the British player, they may overload this ship but it may only offload retreated units to friendly territories. Charles Upham New Zealand Platoon Leader, awarded the Victoria Cross twice. An offensive tactical might fighting in Crete, Greece, and El Almein. Place a soldier in British controlled Balkans, TransJordan, or Egypt during the deployment phase. This unit negates German and Italian artillery to a 1 while participating in an offensive.
Japan Tameichi Hara Destroyer Captain, Tameichi had the highest hit % of any destroyer in the war. Wrote the torpedo tactics for the Empire of Japan, a samurai descendent, and fierce drinker. Pick a destroyer. This is now commanded by Tameichi Hara and will re-roll missed dice once for that piece.
Italian Famous Maneuver Charge of the Savoia Cavalleria Anachronistic Italian Cavalry charge. In 1942 the Piedmont Count Alessandro Cazzago led a mounted assault against soviet troops, capturing 600 killing 150 and wounding 300 more. Italian forces lost 32 and well over a 100 horses. The Count’s mount Albino lived as well as the heroic counterattack shocking the Eastern Front. Once per game, if Germans lose and retreat Italy may counterattack with tanks and troops from up to two spaces away. The first round of this counterattack applies losses without retaliation.
Colonial Draft: Place one soldier in Puerto Rico (West Indies) and the Philippines
Native American Allies: Recruit an infantry in Central United States and Alaska
Soviet Union Famous Maneuver
Khalakin Ghol: Japan failed to take Mongolia buffered with Soviet assistance. 1 Russian troop placed in Mongolia with a value of 1 IPC. Only one soldier may garrison or attack Mongolia at any given time without air support. Only one offensive against this region may occur per round.
Far East Railway: Soviet Tanks move 3 spaces eastward.
Japan Famous Maneuver:
Kamikaze: Japan fighters can engage in combat without designating a place to land afterwards. If this choice is made in a sea space it is destroyed after two rounds of sustained combat. On land, if the space is captured on the offensive and the plane is forced to make a crash landing, roll a dice. If the dice is on an even number the plane did not survive the emergency landing and is destroyed.
Mao’s Red Guard Take clearly different soldiers from another Axis and Allies game you own. 1 troop may spawn in either Ninxia or Chingai per round.
Chaing’s Nationalists: 1 troop spawn per Chinese coastal territory controlled. Take clearly different soldiers from another Axis and Allies game.
*The rules for Anniversary edition still apply (half of territories rounded down) representing unaligned Chinese units. These may attack with either the Red Guard or Nationalist but not with both. If a Communist force loses to Japanese and retreats, it must attack a Nationalist army if there is one adjacent. This represents the infighting which crippled Chinese forces and suspicion the two factions had against each other during the conflict.
Zhang Xueliang: son of a powerful Manchu warlord Zhang Zuolin who wished for the restoration of Manchu dominance of China. Northeast Chinese forces pledged loyalty to this Independent opiate infused warrior. Who will he align with?
Discuss: If the majority of players decide to engage Zhang in the game, he overcomes his opiate addiction and womanizing ways. His loyalty to either Japan, Chinese Nationalists or Chinese Communists will be determined by the dice. Place an industrial center on Manchuria if not one already, or fully repair one. The IPCs for this region are now worth 4.
1 Zhang politically embraces communism and joins Mao’s forces. Place a tank, and three soldiers on the area.
2-3 “Communism was a cancer while the Japanese represented a superficial wound!” Zhang screams while surging onto the board with five soldiers allied to the Nationalists.
4-5 Zhang allies with the Japanese to restore the Qing Dynasty. Two Japanese soldiers and two artillery pieces placed. An attack on Soviet forces must occur within two rounds or Zhang will ally as a neutral Chinese force.
6 Zhang dies from an overdose
My Manchu grandfather was a destroyer captain for the Chinese Nationalists and passed down stories from this time. Manchuko’s politics were more independent than many realize. Historically Zhang sided with the Nationalists to help key victories and recognized as a hero by all Chinese. The scale of this struggle was as large as any European front, therefore, more infantry should be represented!
Have fun 🙂
I just tried to addressed to the one of the main complaint about Japan’s power in Anniversary and claimed that having Japan with that power is not a must for maintaining balance but happy to see different income distirbutions with No’s or not.
This is a work in progress, but I’m putting it out here for ideas and feedback if anyone is interested in geeking out on something like this.
This is an expanded list of techs with fixed costs (no more die rolls) that would simply come into effect immediately (unless otherwise specified) for the cost shown. Some of these have a cost of 5 IPCs, with the intention of simply enabling what are essentially house rules/new units (Mechanized Infantry, Cheaper Naval units, rudimentary dogfight rules, etc.) while allowing players with no interest/need for them to ‘opt out’ and save the 5 IPCs. I’ll be using this list for my next solo game and will be making adjustments.
Note: The ‘Turkish Pact’ tech is designed for games where the Turkish Straits begin the game closed (via house rule), but also works for games where the straits start open as per OOB rules (in which case, upon the development of ‘Turkish Pact’ they would cease to be a special case of “Always Open” straits and revert to the normal OOB straits rules (closed to units unfriendly to the controller of Turkey).
@Argothair Funny thing is, this is a example of an idea coming along early - Oztea’s Garrisons are mostly the same thing as A&A&Z’s Recruitment Centers. Main differences being that Garrisons can make more than just infantry and when Recruitment Centers make infantry, they do it at normal price. Of course, the fact that this thread is 10 years old may mean that it’s just you and me in here for now.