Experiments in your next game

  • Customizer

    Things I’m considering testing in my next game: Add your own.

    1. All units move up to 2 spaces. Land units must stop when: entering any tt containing enemy units; mountainous terrain (see 2.); enemy controlled tt; neutral/anarchic tt. Essentially this represents a rail movement upgrade for land units. Should give the CPs a chance, but note how Russia can put a huge stack in Poland if it isn’t attacked first. Need that Pripet tt, but not changing the map.

    Does not apply to land units in Africa.

    2. Mountain terrain. In: Norway, Switzerland, Tyrolia, Serbia, Smyrna, Ankara, Persia, Afghanistan, Ethiopia.

    Effects: tanks cannot enter, railing units must stop*. Maybe some other combat advantages to the defender.

    *Perhaps tanks can rail through mountains, but not fight in them. So Turkey can move a tank through Ankara into Mesopotamia.

    3. Switzerland is either: Impassable; worth 4 IPCs (8 defenders); mountain terrain; any/all of these combined.

    4. Bombers. Available turn 5. Cost 6. Move 4, SBR possible on capitals - must be made before all other combat, can land back in friendly tt. Fighters in target tt only can intercept. Attacking fighters can escort if able? SBR hits represent morale as much as material damage. Can choose to take part in dogfights @1. In normal combat 1 in attack, 0 in defence.

    5. Askaris.

    6. Naval retreat/pursuit.

    7. Submarines have first strike ability.

    8. BBs cost 3 IPCs to repair.

    9. Turkey & Italy not at war until start of their respective 1st turn, maybe 2nd turn for Italy.

    10. Naval setup changes.

    11. Munich factory (if 1. does not prove practical).

    12. Russian Civil War replaces Revolution.

    I’ll probably use 1. next game, as the most important and radical change, and make Switzerland worth 4 to see how this effects the Western Front. Might try the bombers on turn 5 as I’ll be able to see the effects of the other tweaks by then.


  • 1- Im def increasing cost of battlships to 14 IPC

    2- Giving cruisers shore bombardment hitting at 2 or less

    3- Artillery opening round fire in coastal defense:
    –—Can only roll as many dice as there are attacking units OR the number of defending artillery. Whichever is LESS
    -------so if you amphib assault with 4 inf, and there are 50 artillery defending in the tt, only 4 arty get to roll against the unloading units.
    -------if you attack with 4 inf and there are 3 defending arty then all 3 get to roll against the unloading units.

    Change RR to a dice roll: odd number = RR! even number = no RR.
    —Roll a dice each round that RR is eligible, or untill Moscow falls. After Moscow falls RR is no longer possible (even if Moscow is later liberated)

    Why not just make Switzerland an impassible mountainous territory? Like the Himalayas…


  • 1. All units move up to 2 spaces. Land units must stop when: entering any tt containing enemy units; mountainous terrain (see 2.); enemy controlled tt; neutral/anarchic tt. Essentially this represents a rail movement upgrade for land units. Should give the CPs a chance, but note how Russia can put a huge stack in Poland if it isn’t attacked first. Need that Pripet tt, but not changing the map.  good

    Does not apply to land units in Africa.

    2. Mountain terrain. In: Norway, Switzerland, Tyrolia, Serbia, Smyrna, Ankara, Persia, Afghanistan, Ethiopia.

    Effects: tanks cannot enter, railing units must stop*. Maybe some other combat advantages to the defender.

    *Perhaps tanks can rail through mountains, but not fight in them. So Turkey can move a tank through Ankara into Mesopotamia.

    3. Switzerland is either: Impassable; worth 4 IPCs (8 defenders); mountain terrain; any/all of these combined. good rule

    4. Bombers. Available turn 5. Cost 6. Move 4, SBR possible on capitals - must be made before all other combat, can land back in friendly tt. Fighters in target tt only can intercept. Attacking fighters can escort if able? SBR hits represent morale as much as material damage. Can choose to take part in dogfights @1. In normal combat 1 in attack, 0 in defence. good

    5. Askaris. Germany can place one land unit in Africa per turn

    6. Naval retreat/pursuit. with cruiser only and after any full combat round

    7. Submarines have first strike ability. Not really sold on this, but German subs attack at +1 if they are in group of 2 or more

    8. BBs cost 3 IPCs to repair. good

    9. Turkey & Italy not at war until start of their respective 1st turn, maybe 2nd turn for Italy. both neutral on turn 1, but each can roll 6 for Italy and 5-6 for Ottomans to join, on turn 2 they join normally.

    10. Naval setup changes.

    11. Munich factory (if 1. does not prove practical). naw the movement rule should fix that

    12. Russian Civil War replaces Revolution. oh dear.


  • Gas Attack: Once per turn starting on Turn 3, countries can promote 1 extra attacking infantry in one territory only to the “Infantry with Supporting Artillery” dice box for each artillery in the territory.

    Morale Defeat: Optional morale victory conditions can be: Morale starts at 0 and ranges from 10 to -20 on each side. The Russian Revolution rules are not used with Morale Defeat in effect. A country gains morale by: Capturing a territory(+3 morale), liberating a territory(+2 morale), liberating an allied territory(+1 morale), destroying an enemy battleship(+1 morale), capturing a capital(+5 morale), liberating a capital(+3 morale), or ally capturing a capital(+2 morale). A country loses morale by: Losing a territory(-2 morale), losing their capital(-7 morale), losing a battleship(-1 morale), ally losing a capital(-3 morale), every ten casualties suffered(-1 morale), or not mounting an attack in a turn(-1 morale). In addition, the morale of all countries declines by 1 at the ends of turn 1 and 2, by 2 at the ends of turns 3 and 4, and so on. When morale drops below -10, the country is considered to be in a state of disorder and must roll every turn before each attack. If the roll is a 6 then the attack does not take place. If morale drops below -20, then the country undergoes Revolution. The country loses its turn and its units turn hostile to all. This counts as +3 morale for each enemy and -4 morale for each ally. The United States does not suffer from morale loss while not at war. Victory conditions are: Allies force out 2/CP force out 2 (Armistice), Allies force out 3/CP force out 3 (Capitulation).

    Unrestricted Submarine Warfare: When Germany declares USW, they roll a d6 every British and American collect income phase for each submarine in a USW zone. IPCs are subtracted from the corresponding Allied power for the total number of the dice roll(s).

    Königsberg: Germany starts with 1 cruiser in Sea Zone 26.

    Askaris: France, Britain, Italy, and Germany can raise Askari units in certain African territories. They can buy max 1 askari per territory per turn. Askari units have attack of 1(artillery 2), defense of 2, movement of 1, and cost of 2. Germany can raise askaris in Kamerun, German East Africa, and South West Africa. France can raise askaris in French Equatorial Africa. Britain can raise askaris in Union of South Africa and Nigeria. Italy can raise askaris in Somaliland.

    Naval Flight: When an attacking power in a naval battle chooses to disengage and retreat, the defending fleet rolls a d6 against it, scoring a hit on the retreating fleet with a 2, if the defending fleet has no cruisers, or a 3, if the defending fleet has cruisers.

    Spain: When Spanish Morocco or Balearic Islands are attacked by a power, Spain spawns its artillery and 7 infantry under the command of a power of the opposing alliance to the one that attacked the Spanish dominion, and Spain is now allied to the power that commands its army.

    Seaplanes: Fighters may fly out to sea and grant air supremacy to battleships and cruisers in the sea zone the fighter(s) is in. Fighters attacking this way do not get to strafe, and can only do this if there is a transport with space in the same territory. The fighter provides air supremacy allowing allied battleships to attack at 5 and allied cruisers to attack at 4. Once combat is over, the fighter must land on a transport and become cargo.

    Repair Work: Damaged battleships can be repaired at a cost of 3 IPCs.

    Swiss Alps: Switzerland is impassable.

    Rail Lines: During the movement phase of your turn, move as many of your units as you would like from one friendly, uncontested territory into another friendly, uncontested territory. The two territories (the one you are moving from and the one you are moving to) need not be adjacent but there must be a safe path between them. This means that you must be able to travel from the first territory to the last territory through territories that you or an ally control. If you have to pass through an enemy controlled territory, a contested territory, or a neutral territory then you cannot use rail movement between the two territories. Rail movement is restricted to Europe, Constantinople, Smyrna, and Ankara.

    Heavy Armor: Battleships cost 14 IPCs.

    Hellespont: Sea Zone 20 is split into a northern(SZ20a) and southern(SZ20b) half. Powers must control Constantinople to cross through SZ20. Powers controlling Constantinople with ships in SZ20 are considered to be defending both halves of the sea zone. It costs two turns of movement to pass through the entire sea zone.

    Torpedoes: Submarines have a first-strike capability.

    Many of these are the creations of others, and I don’t plan to use every one of these. They’re all here just for speculation.


  • Move to House Rules?


  • Flash, what do you mean Russian Revolution? Like you use Russian Units from other AA games and they fight? That sounds fun


  • No he means 1 part Vodka, 1 part gin, and spritz of Everclear= Russian Revolution.


  • Sorry, I ment Russian Civil War

  • Customizer

    My Russian Civil War thread

    http://www.axisandallies.org/forums/index.php?topic=30471.0

    I.L. is surprisingly insightful regarding Vodka; the decision of the Tsar to prohibit Vodka (and hence government taxes on liquor) severely depleted Russia’s income and hence reduced spending on the military; you could say that this indirectly caused the Revolution.

    http://www.lurj.org/article.php/vol1n1/vodka.xml#documentHeading-ThePoliticsofVodka

  • Customizer

    Just as an aside, has anyone seen any invasions of islands? Are they there in effect for decoration, like those in Diplomacy?

    Find it hard to understand why they bothered to put the Balearics in there, perhaps there’s some super American strategy depending on taking it turn 5?


  • Switzerland has to be worth more then 1, 4 sounds good (just wish I could change that on the actual board). My first game I played, I was CP and my friend was Allies and I just managed a victory (He was getting bored and not as focused as he was at the beginning). I did the Russian Rev on turn 3, thank god because of the Americans entering next turn, didn’t really want to face 5 opponents. Italy was the next to fall by the Austrians and it ended up being a three on three game with the Germans and Austrians fighting on the Western Front against the French, British, and Americans who chose to land in Picardy, were backed up by the British as the French dealt with the Germans just to the north in Belgium. Now, he destroyed my German navy with his British fleet which I let get bigger and bigger, i’m an idiot for that one, and he landed in Berlin, can he do this? anyway, I was able to push him out and destroy his fleet and finally take Paris.

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