Updated rules slightly, added rules to first post
Dijitz House Rules Part 2 - The Units
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IPCs can be converted to raw materials (represented by tokens from AA Battle of the Bulge). These tokens can be transported by transport, cargo plane, and/or mechanical infantry. Transports and cargo planes can carry up to 10 IPC’s and mechanical infantry can carry up to 5. The raw materials can be moved to a team player as either a loan or gift (based on verbal agreement). These raw materials are produced at industrial complexes. Production of 3 raw materials at an industry only counts against 1 production cap. (E.g. A major industry could produce 30 raw materials in one turn) No IPCs can be “pirated,” they are destroyed along with the units carrying them with the exception of those that are carried over land. Mechanical infantry transporting raw materials cannot attack, but defend normally.
Pillboxes cost 5 IPCs (limit one per territory) and can take 2 hits before any hits have to be taken against your defending land units. Pillboxes are destroyed if territory is captured. Pillboxes can be repaired, even if fully damaged, at the cost of 1IPC per damage marker. Counts as a facility for sabotage and increased factory production technology purposes only. Cannot be strategically bombed or attacked by a rocket attack. Can be upgraded to a fortress for 10 IPCs.
Fortresses cost 12 IPCs (limit one per territory) and replace pillboxes. They can take 4 hits before any hits have to be taken against your defending land units. Fortresses are destroyed if territory is captured. Fortresses can be repaired, even if fully damaged, at the cost of 1IPC per damage marker. Counts as a facility and has antiaircraft defense against strategic bombing runs and rocket attacks only. Defends at a 3 during all combat rounds, stops defending after 3 damage inflicted against it.
Shore Batteries cost 8 IPCs (limit one per territory) and roll 1 dice for each transport conducting an amphibious assault and each warship conducting a coastal bombardment. Hits on a 1. Movement 1.
Cargo planes may transport two infantry or one infantry and artillery or one mechanical infantry or one tank into a friendly territory. All units must start from the same location. Cargo planes cost 12 IPCs, move 6, and have an attack value of 0 (may be taken as casualties in an offensive, but must be Para dropping).
Land Mine Fields
Mine fields cost 10 IPCs (limit one per territory). Mine fields roll 1 dice for each land unit (including paratroopers) attacking the territory and hit on a 1. Destroyed if territory lost. Built directly on the territory. Territory must have been under your control since beginning of turn.
Naval Mine Fields
Naval mines cost 8 IPCs (limit one per border). Naval borders are mined instead of sea zones (white chips for Allies and grey for Axis) deployed where your cruiser present. Cruiser must not have been in combat on same round. Can be removed by opposing destroyers if destroyer has not been in combat on same round. Rolls 1 dice for each ship/sub passing through sea border. Hits on a 1.
Axis mines: http://www.mediafire.com/?tao8kieyv8i6xu9
Allied mines: http://www.mediafire.com/?kcn6osvgwx0vc5x
Spy Network Rules:
Spies (represented by infantry) cost 3 IPC’s each and are designated as either sabotage or espionage. When the spy is designated it cannot be changed. Only 1 spy per slot (espionage and sabotage).
To use a spy for espionage, roll 1D6, the player whom you are using the spy against then rolls 1D6, if the defending player wins nothing happens. Defender wins on a tie. If you win, see espionage below and leave the spy on the board for further use.
To use a spy for sabotage, roll 1D6, the player whom you are using the spy against then rolls 1D6, if the defending player wins, the spy is captured. Remove the spy from the board. Defender wins on a tie. If you win, see sabotage below and leave the spy on the board for further use.
When the targeted opponent 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 space being attacked by that opponent. Alternatively, you may move any number of your units from a space being attacked by opponent 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 noncombat move. If your units survive, they remain in the space to which they were moved. This ability must be used on the targeted opposition’s NEXT combat move/conduct combat phases following your successful espionage role.
You may immediately roll 1D4 against a chosen facility owned by targeted player. That amount rolled on the die is damage done to that facility. If the chosen facility is an industrial complex, normal damage rules apply. Does not destroy pillboxes or fortresses.
Part 3 - Technology
Edit: added links to Axis and Allies’ chips