• Moderator

    People always try to historically balance out the game by only giving Japam and Germany any advantages… not saying Kami’s and SS Panzers are wrong but here is a rule I thought can be appropriate for Britain and the US to start with:

    Bombers:
    US and British Bombers both move normally (6 spaces) while all other players bombers move at a fighters pace (4 spaces)… When any other player discovers Long-Range Aircraft it increases at normal (Bombers to 8 Spaces, Fighters to 6 spaces)…

    What do you think

    GG

    PS. I like the Assualt guns :lol:


  • Appropriate in what sense? Do you think the game should be balanced in Allies favor? However, I think one shouldn’t mess up the basic rules too much. I just want to add rules to the basic rules for the more advanced demanding players! Therefore, I think that it would be better to let US start with Long Rang Aircraft, if one think that the Allies should have a benefit!

    B. Andersson, Game Master

  • Moderator

    alright that sounds sweet…

    GG

  • '19 Moderator

    The Allies already have an advantage in Industrial production.

  • Moderator

    I know that… my point is why give hte Axis extra units while you restrict the allies from having any extra units…


  • @Guerrilla:

    I know that… my point is why give hte Axis extra units while you restrict the allies from having any extra units…

    I agree GG. That is way I suggest Russia to start with Assault Guns, which make it really fun to play Russia for the first time!!! To compensate the Axis I suggest that one should let Germany start with 88’s and SS Panzers. I also suggest that Japan should start with kamikazes instead of supersubs, since supersubs are a much better benefit for Japan!

    Try it! Now Russia have an option, that was not the case in the basic rules! I have tried these rules my self in a few games and found them really nice, especially in a 5-player game!

    B. Andersson, Game Master :D


  • Hi Michael!

    I lost yur email when I was sending you the rules in pdf, and eveything went wrong. So if you send me your email again, I’ll try again!

    B. Andersson, Game Master


  • Mr Andersson, I really like the SBR rule. I thought about something similar before reading your rule. I think this rule should be included in retail A&A games… :D


  • @Feldmarshall:

    Mr Andersson, I really like the SBR rule. I thought about something similar before reading your rule. I think this rule should be included in retail A&A games… :D

    Phase in a few new rules per game and it works out great. This is just one of mine ideas. Another one is Air Supremacy, a rule that most likely will become a standard rule. Other optional rules are Gibraltar controls naval movement out of the Mediterranean. Fighters are allowed to intercept and defend navies, the CAP rule. And why not use the naval rules of mine that includes the new cruiser unit. These naval rules are a slihtly modification to the standard rules and units, in some cases to nudge the game closer to historical accuaracy. And finaly the improved NAs and Techs of mine, much better balanced. You can read about them all in the forum A&AE, A&AR and House Rules!


  • :? The fighter Cover rule is a new twist, but if fighters are already involved doesnt this just forces the bombers to use their ordnance against the military targets instead?

    I might be wrong on this, but when conductiong an SBR, wouldn’t the bombers be at such a high altitude that the smaller fighters couldn’t reach them? (hence no fighter cover needed)

    About the SS Panzers, they seem way overpowered. Very large and heavy, this fact is reflected in their movement which you list as 1, wouldn’t this also hinder their defensive capability being easier to hit by enemy fire? How about keeping them at the same cost of 5 ipc, but stats are now move 1, atk 4, def 3. The german player can instead convert as many starting tanks as he wants to these models instead and still have jet power…


  • Andersson-

    Your rules are getting better… The bomber escort thing looks like some of my work, but also a common house rule.’

    The SS units are great but they need to move 2 spaces… they are PANZERS after all and the SS allways had their own supply trains for strategic movement from each front. They just got to move 2 spaces.

    The complex (factory) thing is kinda of tedious and produces a marginal increase in playability for amount of additional rules and complications.


  • Remove heavy bombers technology and do the following

    1. Replace Heavy Bomber tech with Atom Bomb /  One successful Strategic Bombing attack per turn destroys everything in enemy province.

    ======================
    Additional Ally advantages

    1. Superfortress / USA starts with bombers (B-29 superfortress) that move at 8 spaces and have an attack value of 5. (only 1 roll per bomber)

    2. Marines / USA player can designate all Infantry units (beginning of the turn) in one amphibious assault as Marines. Attack at 1-2. (artillery does not increase attack value)

    3. Home Guard / UK player Infantry on the United Kingdom territory defend at 1-3.

    4. Industry Movement / Soviet player may move one of his Industrial Complex units each turn at a rate of 1 movement point. (cannot move and produce on the same turn)

    5. USSR economic penalty / (ally disadvantage) Allied forces occupied in the USSR or occupying USSR Territories prevents USSR from collecting IPCs from these territories. The reasoning behind this is the cost of feeding and caring for the foreign forces and also the cost of countering the anti-Communist political propaganda that these forces would introduce to the Soviet populace.

    ==================================
    Additional Axis Advatages

    1. Kamikaze / Japan player may move one Ftr per turn its full movement allowance and attacks at 1-4. Whether it survived the attack or not it is eliminated after the battle.

    2. Panzerkorps / German player may designate one of his armour as SS Panzerkorps during each of his player-turns. May designate any Armour as SS at beginning of the turn. Attacks at 1-4 and defends at 1-5.

    3. U-Boats / Germany builds these subs at 6 IPCs, but must be deployed in the Submarine Pens. Encourages Germany to expand its Navy

    4. Submarine Pens / The territory of Germany has a built in Sub Pen. The Sub Pen works by giving shelter from air attack to Subs in the Baltic Sea Zone. New U-boats must be placed here.

    5. Kiel Kanal / With this variant Germany can still move ships from the Baltic to the Atlantic to avoid the North Sea and UK waters. Must control Western Europe. Germany navy can avoid sea zone surrounding the UK. The Kanal counts as 1 movemnt space. And Axis must control Germany and Western Europe to use it.

    Just like actual war, USA will be encourage to spend money to research A-Bomb tech and drop them over Japan with its superior bombers, or possibly Germany.

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