Also, damaged battleships shouldn’t be repaired until the start of the owner’s next turn. It’s stupid that Brition can damage it, America can damage it and Russia can damage it all in the same round and it doesn’t sink when normally 2 hits kills it.
Victory Objectives & Tokens: New Victory Condition Rule
Once a victory objective is achieved, a victory token will be awarded, the side with the most victory tokens at the end of the day wins the game. Victory tokens are awarded immediately upon completion regardless of when, or how the objective was achieved. Also, a token can never be taken away once earned, and they may never be awarded twice for the same objective. It doesn’t matter which round the game ends, however, a win or a tie can only be declared at the end of a full game round.
Tournament Rule: On top of any victory tokens earned during each game, teams that win their game outright will receive a bonus victory token, and teams that finish a game without allowing their opponent to claim a victory token will receive a bonus victory token. Tie breakers for declaring teams that advance to the medal round games will be total game victory tokens first, followed by any bonus victory tokens next. Here is a list of all victory objectives for each side…
London -The Axis control London
(R&D) *The nation that takes control Moscow -The Axis control Moscow
(R&D) *The nation that takes control Calcutta
-The Axis control Calcutta
(R&D) *The nation that takes control Sydney
-The Axis control Sydney
(R&D) *The nation that takes control Africa
-The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
(R&D) *The nation that controls the most Pacific -The Axis control 6 victory cities on the Pacific map
(R&D) *The nation that controls the most Europe
-The Axis control 7 victory cities on the Europe map
(R&D) *The nation that controls the most
-All 3 Axis powers have a combined total of 136 IPCs on the income tracker
(R&D) *The nation that is earning the most Allied Powers
-The Allies control Berlin
(R&D) *The nation that takes control Rome
-The Allies control Rome
(R&D) *The nation that takes control
-The Allies control Tokyo
(R&D) *The nation that takes control Africa -The Allied powers control all non-neutral territories on the continent of Africa
(R&D) *The nation that controls the most Liberation
-The Allies have liberated London, Paris, Calcutta, or Sydney
(R&D) *The United States Philippines
-The Allies have liberated the Philippines
(R&D) *The United States
-The Allies control the Burma road as well as Hong Kong and Shanghai
(R&D) *The United Kingdom
-There are no Japanese Capital ships on the board
(R&D) *The United States
Fortunes of War: New Research & Development Rule
Research rolls are no longer used to develop breakthroughs, instead, a system called “Fortunes of War” will be used where nations get free development rolls when victory objectives have been achieved. Once a victory token is gained, the nation with the corresponding (*) instructions listed with each objective will choose a breakthrough chart, and make a free “Fortunes of War” roll with the resulting breakthrough taking effect immediately after their turn has ended.Any breakthroughs gained by the UK regardless of which side of the map a token was achieved will effect all UK purchases and all UK units on the board.
Modifications to oob breakthroughs are in red italics, Paratroopers have been replaced with Super Carrier Decks, and breakthroughs among the 2 charts have been re-positioned for balance.
Breakthrough Chart #1
All artillery now support up to 2 attacking infantry and/or mech infantry each
Each operational airbase may launch a rocket at an enemy facility up to 4 spaces away, roll 2 dice per rocket and apply the highest result for damage.
All fighters now attack at 4 or less, and defend at 2 or less when escorting or intercepting.
Maximum movement range for all air units is now increased by 1.
During the collect income phase, roll 2 dice and collect IPCs in the amount shown on the highest roll. (For UK war bonds, Calcutta will gain IPCs from the lowest roll, London will gain IPCs from the highest roll).
Mech infantry now attack at 2 or less if paired with a tank as well as artillery, they may blitz without tanks, and they may tow 1 artillery unit each during the non-combat movement phase. Breakthrough Chart #2
All submarines now attack at 3 or less.
All ainti-aircraft fire from AA artillery, or AA guns built into facilities now defend at 2 or less.
Battleships, Aircraft Carriers, and Cruisers are now 3 IPCs cheaper, and Destroyers, Submarines, and transports are now 1 IPC cheaper.
The mobilization capacity of all production facilities has been increased by 2. Also, you may remove 2 damage markers for the price of 1.
Super Carrier Decks
All aircraft carriers may now carry up to 3 fighters and/or tactical bombers each.
When attacking during a battle or a SBR, roll 2 dice for each strategic bomber and select the best result.
Bonus Income: New & Modified National Objectives
Germany (in addition to all original NOs)
-5 IPCs if an Axis power controls London
Soviet Union (2 NOs which will replace the original National Prestige NO)
-5 IPCs if there are no Axis warships in sea zone #125, and the Allies control Archangel as well as London
-5 IPCs if there are no Allied units on any original Russian territories
Japan (in addition to all original NOs)
-5 IPCs if Japan controls all original Chinese territories
United States (in addition to all original NOs)
-5 IPCs if the United States are at war with the Axis powers
UK Europe (in addition to all original NOs)
5 IPCs if there are no German submarines anywhere on the board other than in the Baltic Sea (sea zones 113-115), the Black Sea (100), and the Caspian Sea (unnumbered)
ANZAC (in addition to all original NOs)
-5 IPCs if the Allies control Cairo (when at war with Germany/Italy)
Payload & Navigation Modifiers: New SBR Rules
The +2 damage bonus for each strategic bomber during strategic bombing raids will now be distributed like such…
+1 Damage - if the strategic bombers rolling for damage have departed from an operational airbase.
+1 Damage - if the strategic bombers rolling for damage did not encounter an enemy interceptor.
Capital Purge: New Rule
When a capital is captured the first time, all cash on hand will to the nation which takes it, however, each time the same capital is captured after the first, all cash on hand will go to the bank.
Played our first game of 1914 tonight and had a blast. Afterwards, we brainstormed some additional house rules (because gamers, I suppose), and one stuck out. Before I say this, let me note this is a very casual crowd.
Rule: A neutral minor power when attacked by one faction or the other sides with the one that did not attack it. If it is able to repel the invasion, it becomes a fully functioning member of the alliance it joined. It has IPCs, builds units, deploys them, and attacks.
Cause: Almost no reason not to attack some of these nations. Defeat means nothing- the scale of units involved means a small handful of units lost is not a true blow. The potential IPC gain outweighs the risk in all but a few instances. By making neutral powers a bigger threat, hopefully players will only attack those they deem important to a war winning strategy and not just as random acts of violence for IPC gain. This can lead to silliness with Switzerland and the Nordic countries along with Spain among others.
Mechanics: New factions get 6/8 IPCs plus whatever IPC total is on their territories. From this point we had some disagreement:
1- They are a fully active faction with no restrictions.
2- They can only attack the faction that attacked them and their territories.
3- They can only counter attack into the territories that the attack against them was launched
I posted this in the 1914 forum, then I saw the House Rules forum. I believe that is the forum suited for the idea. I would message the mods to move this thread but their profiles indicate they’ve been gone for a while. I apologize for my faux paus.
EDIT: Ahem, I just realized that there’s a subforum for house rules… can a mod move this there, or should I just repost?
I’ve been watching this forum for a while, but waited until today to create an account. After looking around on the internet for house rules for Guadalcanal, and only finding Krieghund’s submarine changes (I can’t post links at the moment, I guess), I decided to make my own. This isn’t some small change, this changes how the game is played completely.
These rules are in early development, and we have only just started our first game using these rules, but I wanted to see what feedback you guys can give.
Guadalcanal was the first Axis and Allies game that I ever played. My dad got it for me for Christmas one year because it was the cheapest version at the time. After playing a few games, we found that we didn�t like some of the major components in the game. We felt that the 15 victory point limit made for a short game that was hard to change the course of midway through. We also felt that, though important, airfields shouldn�t be what decide victory over defeat.
We made some changes to the rules, the major change was that the victory condition was total domination, a simple objective, but it more accurately reflected the true objective of the Solomon campaign. We also did small tweaks to units, including changing the armor mechanics for battleships and adding an entirely new unit: the transport plane. But, these rules encouraged building up each of your islands with an unbreakable force which caused neither side to make large offensives. Usually someone (normally me) would surrender while both sides still had three of the islands.
I realized that, while I didn�t want to go back to the original rules, our primitive house rules had to change. I searched for house rules that did anything more than altering submarine mechanics, but none (that I found) existed for Guadalcanal. I decided it was time to take matters into my own hands and do a major overhaul of how Guadalcanal plays. This was the result, and with a few more changes it should be close to perfection.
Mass Invasion: When one player lands at least six land units on an island controlled by the other player, they must declare a �mass invasion� on that island. Put a marker on that island to signify a �mass invasion�. The �mass invasion� ends when all of the attacker or defender�s units are killed or moved off of the island.
Note: If the attacker already has units on the island and declares a �mass invasion� those units become part of it, along with any units put on the island after the �mass invasion� has been declared.
It was difficult thinking of some middle ground between getting points for airfields and total domination. We decided to stick with the point system, but instead of just getting points for airfields, we added more objectives for the player to complete.
Note: The points gained from each objective are added at the same time during the �score victory points and check for victory� If both players reach 15 victory points in the same turn, the player with more points past 15 wins. In the case of a tie, play until one player has more points at the end of the turn.
Build Airfield: Build an airfield. (1 point)
Capture Airfield: Capture an island that has an airfield on it. (1 point for 1 airfield, 2 points for 2 airfields.)
Capture and Hold Island: Capture an island and still have control of it at the end of the next turn. (1 point)
Sink Capital Ship: Sink a battleship or aircraft carrier. (1 point)
Damage Airfield: Succeed in damaging an enemies airfield. (1 point)
Foil Invasion: As the defender, have control of the island at the end of a �mass invasion�. (2 points)
Submarine: There are two different types of submarines: Fleet submarines and Patrol submarines.
Submarines are fleet subs if they are in a sea zone with a friendly non-sub sea unit. They behave as submarines normally do.
Submarines are patrol subs when they are in a sea with no friendly sea units, besides friendly submarines. They may not be attacked unless they attacked that turn. After a patrol sub attacks, any surviving unit may fire back at the sub(s) during the Attack Sea Units phase at its anti-submarine power, which is shown below:
Battleship: A battleship hit by a one on its first hit that survives the turn retains the damage and loses the �heavy armor� ability until repaired using a supply token that is at a friendly island during the Reinforce, Repair, and Deploy phase.
A battleship hit by a two on its first hit that survives the turn ignores the damage like normal.
Fighter: Instead of fighters moving two zones during movement and two zones during regroup, fighters can move a total of four zones, but they must have enough movement during the regroup phase to get them to a friendly airfield or aircraft carrier.
Bomber: Instead of bombers moving three zones during movement and three zones during regroup, bombers can move a total of six zones, but they must have enough movement during the regroup phase to get them to a friendly airfield.
I personally like to keep with the idea of allowing each nation to have the possibility to access each of the new units, because Even Japan and Italy had some heavier tank designs and prototypes, but they just never had the production to actually put them into full production. With the research system proposed however it does accomplish your goal to an extent. Since each research would be 4 stages to progress through, if a country has no bonus to what stage they start on it can take quite a few turns and money to get some researches especially if one has to roll a 6 or a 5+ with one die to progress one stage. Italy does not have the money to spare, and Japan probably wants to spend more money on ships and taking islands and tank upgrades wont suit them unless they are trying to crush Russia. I could also add another research of mass production which the US, and probably Russia has a bonus in, and it will reduce the cost of all of their units by one IPC.
You can find some good light tank pieces on Historical Board Gaming, they are about 0.65 cents per piece
Thanks for the inputs I think I will go with the advanced mediums, and I am currently taking a look at the board to see how some of these could be included in the starting setup