• ok i am desinging a world war 1 game useing aa europe boared and pecies and my own rules. But i want to have NAs also but cant come up with any more heres what i got:
    germany:
    gas shells
    artillery bombard at a 2 instead of a 1

    uk:
    Tank production (sorry for bad name)
    tank tech cost 15 less and tanks are 1 cheeper.

    russia
    siberian reinforcements russia gets 2 free infantry in siberia every turn
    any ideas?


  • I have a few ideas, not fantastic but you may be able to play around with them a bit.

    :Germany:
    +Supreme Nationalism Add 1 Infantry to each original German territory, unable to place if territory has been occupied
    +New Borders All units in any territory of German control that borders and enemy territory receive an additional point in defense for the turn.

    :Russia:
    +Number Game For every 5 infantry purchased receive 1 free infantry
    +Revolution Place 7 infantry and 1 artillery in your capital, however remove one European Russian terriory from your control.

    :France:

    • Taxi Reinforcement For this turn all infantry may make a non-combat move 2 territories

    :United Kingdom:
    +Irish Bastards Roll a die, if 6 Ireland rebels and no longer becomes a British territory, if a 1 then receive two free infantry in Ireland, if you roll a 2-5 then nothing happens
    +The Commonwealth Place 3 infantry seperately in different overseas original British territories

    :United States:
    +War Bonds Recieve an extra 2 IPC’s for each original U.S. territory

    :Ottoman Empire:

    • Janissaries Infantry for this turn’s attack is increased to 2

    :Japan:
    +Superior Naval Leadership For this turn all Dreadnoughts (Battleships) attack is increased to 5 and defense is decreased to 3

    :Austria-Hungarian Empire:
    +German Support Purchase units as beginning of turn as usual, and then place an additional 8 infantry in your capital. However do not collect any income this turn.

    :Italy:
    +Side Change During the first round of play Italy must roll a die, if 1-5 Italy joins the Triple Entente (Allies), if a 6 Italy will remain on the Central Powers team.

    :Bulgaria:
    -None

    :Serbia:
    -None

    Like I said before this is just some things I thought on the top of my head while sitting here, hope they are any help to your game, good luck with it I’d like to here more as it progresses.


  • +Revolution Place 7 infantry and 1 artillery in your capital, however remove one European Russian terriory from your control.
    this wont work because the russian revolution starts on turn 8 and if it sucseeds there out of the game.

    +Side Change During the first round of play Italy must roll a die, if 1-5 Italy joins the Triple Entente (Allies), if a 6 Italy will remain on the Central Powers team.
    this sounds promising

    :Bulgaria:-None :Serbia:-None
    there not full powers

    +New Borders All units in any territory of German control that borders and enemy territory receive an additional point in defense for the turn.
    i dont understand
    other then those ones there very good


  • yeah just throwing some ideas out there

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