• Sponsor

    @Chiefredcoles38:

    Please explain vet forces, very interested !

    I once read a house rule where if your infantry stack had 1 black chip (leader) than all infantry with it got 2 dice each to hit and defend. each power got one to start the game, they couldn’t be bought and they couldn’t be used to defend capitals. very cool idea, but it never got refined enough, and had lots of loopholes.


  • I like Anti sub warfare or ASW.
    Only destroyers and cruisers can attack subs but must make a detection roll to locate or pin the sub first. each attacking ship gets 1 die roll. 1-3 sub is detected. 4-6 sub has eluded attackers. you only need one ship to get a 1-3 and all ships can attack sub. planes can also attack subs if accompanied by destroyers.
    this rule really helps to simulate the stealth abilities of a submarine.
    Also subs get to target ships. not such a far stretch. the only condition is if a destroyer is present, and the sub gets a hit, the destroyer has to be taken before a battleship, carrier, or cruiser.
    That is ASW

  • Sponsor

    I was thinking about how hard it is to reach Moscow. This might not be the best rule ever, but what if a mech infantry could pull an artillery 2 spaces where ever the mech moves?

  • Customizer

    That’s not a bad idea to link artillery with mechs on a 1-1 basis for movement.  Although, it might be obsolete if people start incorporating self-propelled artillery into the game.  HBG is already making SPGs in his Axis Minors set.
    A couple of house rules that my group uses:
    1 - Defending Subs are allowed to submerge after first round of combat even with enemy destroyer(s) present.  Basically, the attacker gets to roll with whatever he/she is attacking with, including aircraft of course.  If they score hits on the subs, then tough luck.  If they miss some/all of the subs, then the subs can submerge and escape the battle.  I get the idea of destroyers cancelling the first strike capabilities of subs and spotting them for aircraft attack, but I have never liked the idea that a sub is “trapped” and can’t submerge just because an enemy destroyer is present.  In reality, subs COULD still evade destroyers, it was just a little harder.  Plus, I don’t like the idea of a single destroyer showing up with 10 fighters to wipe out a stack of subs.  That just doesn’t seem right to me.
    2 - Heavy Bombers get to roll 2 dice and get BOTH results.  In combat, it is 2 hits (@ 4 or less of course).  In SBRs, they get BOTH dice worth of damage, although I don’t add the extra 2 like with regular bombers.  I think if you spend the money to research that tech, your Heavy Bombers should pack a bigger wallup.  Rolling 2 dice and just picking the best one isn’t Heavy Bombing.  That’s more like precision bombing or smart bombs which I think is beyond the technology of the time period of this game.
    3 - Mechanized Infantry can “blitz” on their own.  We just don’t think that mechs should have to be paired with tanks to take over empty territories.  They still only attack at 1 so if they run into any enemy troops, then they may be in trouble but empty territories should be able to be exploited.


  • Makes for a longer game, but only half of Ipc get surrendured w the loss of  a capitol?

  • Sponsor

    @Chiefredcoles38:

    Makes for a longer game, but only half of Ipc get surrendured w the loss of  a capitol?

    Where does the other half go if your capital can’t produce units?


  • " “The war goes on” - When a capital falls, only half of held IPCs (round up) are given to the conquering player.  In addition, powers with occupied capitols continue to collect IPCs and may mobilize infantry as China does.  If they control an industrial complex,they may mobilize artillery at those complexes  They may not mobilize any other units until their capitol is liberated.  As is the case with China, the movement of units is limited to their original territories."  Bill C

  • Sponsor

    @Chiefredcoles38:

    " “The war goes on” - When a capital falls, only half of held IPCs (round up) are given to the conquering player.  In addition, powers with occupied capitols continue to collect IPCs and may mobilize infantry as China does.  If they control an industrial complex,they may mobilize artillery at those complexes  They may not mobilize any other units until their capitol is liberated.  As is the case with China, the movement of units is limited to their original territories."  Bill C

    I don’t know, kinda takes the buzz out of taking a capital. I mean…. all my soldiers are gonna die on the beach for half your money… thats a tough one.


  • 1 - Defending Subs are allowed to submerge after first round of combat even with enemy destroyer(s) present.  Basically, the attacker gets to roll with whatever he/she is attacking with, including aircraft of course.  If they score hits on the subs, then tough luck.  If they miss some/all of the subs, then the subs can submerge and escape the battle.  I get the idea of destroyers cancelling the first strike capabilities of subs and spotting them for aircraft attack, but I have never liked the idea that a sub is “trapped” and can’t submerge just because an enemy destroyer is present.  In reality, subs COULD still evade destroyers, it was just a little harder.  Plus, I don’t like the idea of a single destroyer showing up with 10 fighters to wipe out a stack of subs.  That just doesn’t seem right to me.

    HI KNP
    You should take a look of A&A realism enhanced rules from R.D.Baker, you’ll find cool rules about Sub and others warships.


  • This is known as ”Blind" play.  We only use bombers for recon, if used, connot be used in combat¡  I will post a link to our rules, as soon as I can.  :wink:

  • Customizer

    @crusaderiv:

    [HI KNP
    You should take a look of A&A realism enhanced rules from R.D.Baker, you’ll find cool rules about Sub and others warships.
    [/quote]
    Is that somewhere in House Rules?  I checked a few pages and couldn’t find it.


  • Is that somewhere in House Rules?  I checked a few pages and couldn’t find it.
    It must be somewhere in this site, don’t remember where.
    You can also used Wolrd war II expansion from gamer paradise.(There’s a lot of good naval rules)
    But this rules have been relase in 1989 so don’t know if you’ll be able to get it.


  • @crusaderiv:

    You can also used Wolrd war II expansion from gamer paradise.(There’s a lot of good naval rules)
    But this rules have been relase in 1989 so don’t know if you’ll be able to get it.

    WOW!  There’s a blast from the past:  Gamers Paradise rules.  Excellent expansion rules.

    I live in Chicago area and we used to play those rules for many years until Revised was released.

    Crusaderiv, how did you get those rules?  I believe they were sold via the internet, but that’s going way back.


  • Crusaderiv, how did you get those rules?  I believe they were sold via the internet, but that’s going way back.
    I bought it at the beginning of 1990’s.
    Geez……I’m getting older…
    Yes It was good expansion rules, I based my naval rules with gamer paradise I kept the essential and ports.but I changed some rules and add some new thing like merchant marine and ports.

    AL


  • LMAO I was using Gamers Paradise rules in Revised. I’ve been thinking about dusting them off and maybe trying them in Global but it’s been so long and so many changes were made. I think it would be alot of work to get them ready to use but OMG did i love them.

  • Sponsor

    @Yavid:

    LMAO I was using Gamers Paradise rules in Revised. I’ve been thinking about dusting them off and maybe trying them in Global but it’s been so long and so many changes were made. I think it would be alot of work to get them ready to use but OMG did i love them.

    Please share.


  • i don’t think i even have my copy of the rules anymore. I’ll have to see I did see them on ebay for $5 so i might have to rebuy them. If someone has them email them to me and I’ll do the work of making them global friendly.

  • '18

    I haven’t played with paratroopers yet, but the thread that discusses this unit seems to advocate strongly for a limit of one trooper per transport when going into battle (combat move), but then allow for the transport of two in NCM.

  • Customizer

    Our favourite house rule is the laboratory. This Idea was given to me by a dude on GameboardGeek but I have been informed by a player on here that that is BS and that he came up with it first. (he knows who he is and has time coded links lol) Regardless the idea is thus:

    During purchase units you can buy a lab. In all games except Global the price is 7 IPC, Global is 10IPC. The lab is placed in any territory you own during place units. Next turn during Research phase you roll one die for every lab you own. In addition to the labs you can also buy throw away dice for 5IPC to increase your chances. If the territory with your lab happens to be captured and held by the enemy until their research phase they would get to use it themselves.


  • most holy’s research fac. is great. he shared it with me about 4 months before someone else thought of it.

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