• Customizer

    I have a nice paper about the following house rules on a pdf, it includes nice pictures. If anyone is interested, I can send it by mail! It is 440 kB big, three pages!

    my e-mail: bamse_andersson@hotmail.com

    It takes two hits to sink a Battleship. Once hit, a Battleship is turned on its side to reflect its new status.

    A damaged Battleship may not attack or perform shore bombardment. It moves normally and defends on a 3, but returns fire based on its status before any hits take effect.

    Battleships may be repaired. To be repaired, a Battleship must move into a friendly Land/Sea zone with an industrial complex in order to be repaired. Repairs can only be made during the active player’s turn and only during the purchase turn. On the turn a Battleship is repaired it may not move, it is considered in port being repaired.

    The cost of repairing a Battleship is determined by the roll of 2 D6 and adding both of them together. The total of both die is the number of I.P.C.’s to repair the ship. If one roll the dice to find the cost of repairs, one must pay that amount. Once sunk, a Battleship may not be repaired. Only a new one can be built.

    (Japan only)

    Any Japanese fighter may perform a Kamikaze Attack, that may use up all of it’s movment to reach a target of his choosing. The target choosen may only be enemy naval units, except submarines.

    A Kamikaze Attack must be declared during combat movment turn, they are only to be used during the first round of combat.

    The choosen target defend first, if successful the Kamikaze attack fail. The kamikaze fighter is then destroyed and removed from play. The Kamikaze attack automatically hits the chosen target, if the defending target is not successful.

    Any ships sunk as a result of a Kamikaze attack are destroyed and removed from play. In the case of a Battleship, one hit of damage must be inflicted immediatly. If an Aircraft Carrier is chosen as a target, any fighters on board can defend with the Carrier.

    The defending target (including any protecting fighters) may not defend more than once during a round of combat, and hence will not counterattack any other attacking units. Kamikaze fighters may not be taken as casualties, as they are destroyed when they make their attack.

    This rule make it possible to paradrop infantry units into otherwise unaccessible territories. The rule can also be used to reinforce a defensive position by airlifting infantry from one territory to another.

    Infantry may only be dropped from or transported by bombers. A bomber can carry one infantry unit and may not perform any bombing missions for that turn. The bomber and the infantry unit must embark from the same territory.

    When airlifting infantry over an enemy or neutral territory, the move takes place during combat movement turn. If there are A/A guns in their path, these bombers can be fired upon. If a bomber is hit, it is immediatly removed from play along with the infantry unit.

    Bombers assigned for air transport have a reduced range of 4. Heavy Bombers technology does not affect the rules for Air Transports.

    A paradropped infantry go into combat at an increased attack factor of 2 instead of 1 and they cannot retreat from combat. This increased attack factor is for the first round only.

    (Weapons Development)

    Assault Guns are heavily armed and armoured armor, designed to accompany infantry. Assault Guns make it able to not only attack an enemy position with greater force, but make it less susceptible to counterattack.

    Any player may develop Assault Guns instead of Industrial Technology. However, this rule is not applicable to German SS Panzers.

    Each attacking armor increases one matching infantry to an attack roll of 2 or less. Each armor’s defense capability is also increased to 3.

    Russia starts the game with Assult Guns, if using the optional rules for Weapons Development Benefits in Axis & Allies® Second Edition Rules Booklet.

    ‘88s’ – ANTI-TANK GUNS
    (Germany only)

    This rule should be used in combination with Assault Guns, if Russia starts the game with Assault Guns. In order to bring play balance, 88s are vital for the German player to fend off any attacking Russian Assault Guns.

    The German player may take advantage of his Anti-Aircraft (A/A) guns dual capability and may choose to use his A/A guns as an Anti-Tank gun. The choice of how the A/A gun is to be directed must be declared during the first round of combat and may not be redirected on a new target during the combat.

    A defending A/A gun rolls one die for each attacking armor (or assault gun) during each round of combat or once at every attacking aircraft. The casualties have no chance to counterattack.

    (Germany only)

    SS Panzers are specialized in repelling enemy advancement and make a conciderable reinforcement to the German player’s defense.

    SS Panzers cost 8 I.P.C.’s and can only be built in Germany. A SS Panzer unit has a movment capability of 1, defends on a 5 and attack on a 4.

    SS Panzer units can be shipped via transports and may be built above regular armor units.

    One can use regular armor painted in black as SS Panzer units.

    If using the optional rules for Weapons Development Benefits in Axis & Allies® Second Edition Rules Booklet, the German palyer may build SS Panzer units instead of starting the game with Jet Power.

    (Strategic Bombing Raid)

    The bombers conducting a Strategic Bombing Raid (SBR) may be escorted by fighters as protection. The defending player’s fighters may then intercept the bombers conducting a SBR, if stationed at the target area.

    Any fighters intercepting the bombers (defending player) attack first at a die roll of 3 or less. Then fighters escorting the bombers and the bombers return fire as usual, defends on a 4 and 1 respectively. The battle lasts for one round only.

    If there is an A/A gun at the target area, it can only fire at the bombers, not the fighter escorts. The escorting fighters are considered to rendevous with the bombers near the target, but they leave before the bombers actually reach the target. The escorting fighters can then land anywhere within their range limitations.

    Any fighters and bombers used in a SBR may not also be used in a regular land combat in the same territory on the same turn. If a land battle was won by the attacker then any surviving fighters that were intercepting bombers in a SBR would be considered destroyed on the ground.

    (Strategic Bombing Raids)

    The damage effects from a SBR at a newbuilt or captured industrial complex is both economic and military.

    The cumulative effect for each bomber in a SBR is as follows:

    Cumulative die rolls of: 1 2 3 4 5 6
    (for all bombers)
    Economic Setback: 1 2 3 4 5 6
    ( I.P.C.’s to surrender)
    Military Setback: -1 -1 -2 -2 -3 -3
    (Units can’t be built here)

    B. Anderssson
    General B. Andersson, Game Master

  • 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:

    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


    PS. I like the Assualt guns :lol:

  • Customizer

    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…


  • '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…

  • Customizer


    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 😄

  • Customizer

    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… 😄

  • Customizer


    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… 😄

    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…

  • '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10


    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.

Suggested Topics

  • 5
  • 10
  • 48
  • 1
  • 1
  • 2
  • 1
  • 15
I Will Never Grow Up Games
Axis & Allies Boardgaming Custom Painted Miniatures
Dean's Army Guys