House Rules from Game Master


  • Optional Rules

    Air Supremacy
    Fighters attack or defend in the opening fire step of combat if no enemy fighters are present or remain in combat.

    Convoy Raids
    The U.K, U.S. and Japanese players are susceptible to supply line interdiction. This rule imply that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink” IPCs. On the U.K, U.S. and Japanese players collect income phase, the player must subtract 2 IPCs to the bank for each enemy submarine within 1 sea zone of an industrial complex contolled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turn’s conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containting the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).

    Placement of New Naval Units
    Place naval units only in sea zones adjacent to territories containing eligible industrial complexes. New naval units can enter play even in a hostile sea zone. No combat occurs because the conduct combat phase is over. Newly built fighters can be placed into territories containing an industrial complex controlled by your power from the start of your turn, or they may be placed on an aircraft carrier owned by your power in a seazone adjacent to a territory with such an industrial complex. The aircraft carrier may be an existing one or it may be a newly built carrier. You may not place a new fighter on a carrier owned by a friendly power.

    Shore Bombardment
    In an amphibious assault, battleships and destroyers may make a support shot on amphibious assaults on a 4 and a 2 respectively. For each support shot one must put ashore one land unit, apply to both battleships and destroyers. Battleships and destroyers that conduct shore bombardment fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A battleship or a destroyer cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.

    Weapons Development

    Shared Tech
    If any ally has acquired a Tech, you may roll for that same Tech at 3 IPCs per roll (e.g. If Japan develop Super Submarines on J1 at 5 IPC per roll, then Germany may attempt to roll for Super Submarines on G2 at only 3 IPC per roll).

    1.  Jet Fighters
    Your fighters are now jet fighters. They are immune to AA fire and may intercept bombers (including superfortresses) in a SBR.

    Bomber Interception: This battle last for one cycle of combat only. The defender declares intercepting fighters before any defending AA guns fire. The intercepting fighters attack on a 3 were as the bomber defend on a 1 (2 if superfortresses). The surviving bombers are on the second cycle of combat subjected to any AA fire. Any fighters used in a interceptor role may not also defend in a regular land attack against that same territory on the same turn.

    2.  Rockets
    Your antiaircraft guns are now rocket launchers. In addition to their normal combat function, they can reduce enemy industrial production. From each territory, one antiaircraft gun may attack an industrial complex within 3 spaces. Roll one die for the rocket. The result of that roll is the number of IPC’s destroyed by that rocket. The maximum combined damage inflicted in one turn by all rocket attacks and strategic bombing raids on the same industrial complex is the territory’s income value. The opponent must surrender that many IPC’s to the bank (or as many as the player has, whichever is the lesser amount).

    3.  Super Submarines
    Your submarines are now super submarines. They attack and defend on a 3 and may not be attacked by enemy aircraft when alone or in company with other submarines only, unless an enemy destroyer is present.

    4.  Long-Range Aircraft
    Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters´ range increases to 6. Your bombers´ range increases to 8.

    5.  Heavy Artillery (replace Combined Bombardment)
    Your artillery are now heavy artillery. They attack on a 3.

    6.  Heavy Bombers
    Your bombers are now heavy bombers. They roll two dice each in an attack or strategic bombing raid (see Special Combats in Phase 4: Conduct Combat), but still only a single die on defense.

    National Advantages

    Soviet Union National Advantages

    1.  Russian Winter
    Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down.
    Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry in red territories defend on a 3.

    2.  Nonaggression Treaty
    The Japanese refrained from attacking the Soviet Union during most of the war. They already had one bear coming at them from the east.
    The first time in the game that the Japanese forces attack any red territory, you may place four of your infantry for free in that territory before resolving combat. If Japan attacks more than one red territory in that turn, you may decide which such territory receives the infantry. If you attack an orange territory before Japan attacks you, you lose this national advantage.

    3.  Mobile Industry
    In response to the threat from the Russian front, the Soviets moved their factories east. They produced 5,000 tanks east of the Urals in 1942.
    Your industrial complexes each may move 1 territory during your noncombat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value). They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them. You may mobilize at a complex if you controlled both the industrial complex and it’s new territory at the start of your turn.

    4.  Conscripts (replace Salvage)
    The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped.
    During your mobilize new units phase, you may place one of your infantry for free in any red territory if you control it. This free unit is in addition to the group of units you just purchased.

    5.  Katyusha Rockets (replace Lend-Lease)
    The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.
    During the first cycle of combat only, on attack, your artillery fire in the opening fire step of combat. Any cassualties destroyed are removed from play, with no chance to counter-attack. In succeeding cycles of combat, your artillery hit normally.

    6.  Trans-Siberian Railway
    The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
    In the noncombat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R.

    Germany National Advantages

    1.  U-Boat Program (replace U-Boat Interdiction)
    Determined to undermine the Allies’ supply chain, Germany eventually endorsed a program of shipbuilding. As a result a fleet of U-boats were built in an attempt to starve Britain.
    Your submarines now cost 6 IPC’s.

    2.  Atlantic Wall
    The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain.
    During any amphibious assault against a gray territory, all your infantry defend on a 3 during the first cycle of combat.

    3.  Panzergrenadiers (replace Panzerblitz)
    During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
    Each of your tanks give one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

    4.  Wolf Packs (revised)
    Wolf Packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there was another nearby.
    Your submarines attack on a 3 (4 if you have the Super Submarines development) if there is more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this National Advantage. The submarines may come from different sea zones, but they must attack the same sea zone.

    5.  Blitzkrieg (replace Luftwaffe Dive-Bombers)
    German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
    When a fighter attacks along with a tank, their attack increases to 4 respectively. This pairing is on a one-to-one basis. The increased attack ability is for the first cycle of combat only and is cancelled if defending fighters are present.

    6.  Fortress Europe
    By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoints on key terrain in Europe .
    Your artillery in gray territories defends on a 3.

    United Kingdom National Advantages

    1.  Radar
    Britain’s radar alerted it to the threat of German planes crossing the channel.
    UK owned antiaircraft guns in tan territories hit air units on a roll of 1 or 2.

    2.  Joint Strike
    The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
    Once during the game at the start of a round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. Weapons developments or national advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

    3.  Enigma Decoded
    Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
    Once per game, when Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly sea zone being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a sea zone being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

    4.  Commonwealth Troops (replace Mideast Oil)
    The British Commonwealth Troops served in all theatres in World War II - from Europe to North Africa to South-East Asia.
    During your mobilize new units phase, you may place one of your infantry for free in any tan territory with an income value higher than 1 IPC if you control it. If the teritory contains an industrial complex, you can mobilize nomore units than the income value of that territory.

    5.  French Resistance
    France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
    Once per game, if the Allies control Western Europe, you may place three of your infantry there for free during the mobilize new units phase of your turn.

    6.  Colonial Garrison
    World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
    You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

    Japan National Advantages

    1.  Tokyo Express
    The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
    Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do.

    2.  Kamikaze Attacks (revised)
    A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
    You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty (no fighters or bombers are needed or wasted). Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

    3.  Long Lance Torpedoes (replace Kaiten Torpedoes)
    The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
    During the first cycle of combat only (both attack and defense qualify) your destroyers fire in the opening fire step of combat. Any cassualties destroyed are removed from play, with no chance to counter-attack. In succeeding cycles of combat, your destroyers fire in the attacking units fire or defending units fire step of combat. This special ability is cancelled if enemy fighters are present.

    4.  Yamato Class Battleships (replace Lightning Assaults)
    Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
    Your battleships attack (imply shore bombardment) and defend on 5.

    5.  Dug-In Defenses (revised)
    The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tacic included bunkers and pillboxes connected by tunnels.
    All your infantry on islands are immune to shore bombardment and defend on a 3.

    6.  Banzai Attacks
    A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
    When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.

    United States National Advantages

    1.  Lend-Lease Program (replace Island Bases)
    During World War II, the U.S. military began administrating what became known as the “lend-lease program”. In this program, the U.S. gifted its allies with an array of military equipment and munitions, including ships.
    During your mobilize new units phase, you can convert any U.S. units to equivalent U.K. or Soviet units. The conversion can only take place on an allied territory or in a sea zone adjacent to an allied territory containing an industrial complex. Remove the all affected units from play and replace them with the same unit of your allys´ color.

    2.  Chinese Divisions
    The Chinese had three hundred divisions in 1942. President Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them.
    During your mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, or Kwangtung. This free unit is in addition to the group of units you just purchased.

    3.  Marines
    “Send in the Marines!” was a popular U.S. rallying cry in World War II.
    Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.

    4.  Mechanized Infantry
    With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
    Your infantry have a move of 2 and may blitz as tanks do.

    5.  Liberty Ship Program (replace Fast Carriers)
    In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program.
    Your transports now cost 6 IPC’s.

    6.  Superfortresses (revised)
    The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
    Your bombers roll one additional die each when conducting a strategic bombing raid.


  • This is revised?


  • @Imperious:

    This is revised?

    Yes, these rules are for A&A Revised, since A&A Classic does not use artillery. The Air Supremacy rule can be used for A&A Europe and Pacific, the others are already partly included (Destroyer Bombardment) or are not applicable since no weapons development.


  • Im so happy you and duke have come back to post… i felt i was the only dude holding the fort… At least our common ideas can have some good feedback. :-D


  • @Imperious:

    Im so happy you and duke have come back to post… i felt i was the only dude holding the fort… At least our common ideas can have some good feedback. :-D

    What about a revised Air Supremacy rule that also includes naval combats? Naval combat: Your fighters attack on a 4 if no enemy fighters are present or remain in combat.
    Land combat: as before.

    Or the Shore Bombardment rule, with the restriction of support shots per amphibious assault?


  • What about to replace the AA-guns with an air interception rule?

    Air Interception
    The regular antiaircraft gun unit is dismissed and replaced by a an artillery unit and the Air Interception rule. This rule says that if a battle includes air units from each side, then an air-to-air combat always takes place during the opening fire step of the first cycle of combat only. Roll one die for each attacking and defending air unit, they are considered to fire simulanteously. Roll for attacking air units before defending air units. Fighters hit on a 3 and bombers on a 1, apply to both attacking and defending figthers and bombers. For each hit the enemy must pick a bomber or a fighter as a casualty, as long as any air units remain. Any surviving air units may then engage in a regular land combat or naval combat during the second cycle of combat. This rule doeas also apply to Strategic Bombing Raids, were any surviving bombers may conduct a SBR during the attacking units fire step.


  • @Imperious:

    Im so happy you and duke have come back to post… i felt i was the only dude holding the fort… At least our common ideas can have some good feedback. :-D

    Well Impy, what about the Mass Production rule of mine?
    :?


  • Hold on i am playtesting your other ideas now… ill get back dont worry.


  • Mass Production
    This rule imply that increased production allow reduced cost, except for infantry and industrial complexes. The unit’s basic price is reduced for every unit purchased after the first two units (first unit for battleships) of the same type in the same turn. The basic price is reduced by; 1 IPC for antiaircraft guns, artillery and tanks; 2 IPCs for fighters, submarines and transports; 4 IPCs for bombers and destroyers; 8 IPCs for aircraft carriers; 10 IPCs for every battleship purchased after the first unit. This rule also imply that any IPCs that remain after the players Purchase Units phase are lost to the bank, hence no player may save IPCs.

    OK to sum up: quantity discount……Naw im against this as it just adds a “filter” of something that does not add to the “fun” factor. I would consider something like 2 infantry for 5 dollars for russia, and germany, of a discount on destroyers for UK… something that reflects the nations historical ability to churn out units at a greater rate than others… also something like cheap uboats for germany would be a good idea…


  • @Imperious:

    OK to sum up: quantity discount……Naw im against this as it just adds a “filter” of something that does not add to the “fun” factor. I would consider something like 2 infantry for 5 dollars for russia, and germany, of a discount on destroyers for UK… something that reflects the nations historical ability to churn out units at a greater rate than others… also something like cheap uboats for germany would be a good idea…

    The reason for these kind of NAs you are talking about were mass production! If England would have put all money in a new submarine program, there submarines would have been mass produced, hence cheaper! By using my rules it becomes more flexible to each player to choose strategy!

    More over the discount increases progresively with the price of the unit - for 70 IPCs of tanks (14 tanks at basic price) one only gets a discount of 12 IPCs were as for 72 IPCs of battleships (3 battleships at basic price) one gets a discount of 20 IPCs! Since air and navy is more axpensive than land units, it favors these more expensive units. However it is a hard bet to go for only destroyers or fighters one turn, so there should be a premium to take that risk. Above that, this new rule also imply that no player can save IPCs to next turn! You should really try it for a game and you will see that it is not as bad at all, it is really an extra “fun” factor!  :wink:


  • By using my rules it becomes more flexible to each player to choose strategy!

    Yes but they pursue ideas that historically the “mind set” would not allow… ITs a fact that Germany pursued a strategy of building alot of subs, because they could not compete with england with surface vessels… so the logic follows that “subs” should be cheaper…Germany didnt build make as many planes as either uk, soviets , or USA because their production was never geared up for this and probably could not be in the time frame of the war… so germany should not have the ability to gain a "quantity"discount on planes…What you want is “everything for everybody” but in respect to price breaks on builds, while i maintain each nation should have historical costs on builds based on its proven propensity to accumulate those forces… But THAT ENTIRE idea is only what should be done IMO IF you play with such rules… IMHO this kind of rule tends to create another “filter” of rules that people have to sort thru and may not provide the “fun factor” thats worth its cause…IT may have to be combined with other ideas in order to gain this “fun factor”… possibly adding what i call “manpower limitations” which limit infantry builds ( this is a rule from another game of mine). Ill post it if you like… Note: im still looking at your other ideas and will comment soon.


  • @Imperious:

    By using my rules it becomes more flexible to each player to choose strategy!

    Yes but they pursue ideas that historically the “mind set” would not allow… ITs a fact that Germany pursued a strategy of building alot of subs, because they could not compete with england with surface vessels…

    Well Impy I think you are wrong and right. Wrong about that Germany could not compete with England with surface vessels. Germany didn’t build a great navy because Hitler did not want to, but never the less they got the resources to compete with England at the time. Hitler chose the Eastern front and since the resources were not endless, there were less over for a navy at that time.


  • Germany didn’t build a great navy because Hitler did not want to, but never the less they got the resources to compete with England at the time.

    I’m sorry that is not correct… The war was not to start until 1944 at the earliest, while the German Kreigsmarine completed its Z-plan. In fact Italy’s signing of the “pact of steel” was predicated on this because she would not be ready until this time for a general war… But in fact Hitler “saw his window” of time slipping… did he persue the war in 1939 with Poland… But the reality was Germany had not the mind set AT THIS TIME to build a large surface fleet. Thats why the U-boat fleet was an appropriate “fix” to compete with england on its own terms.
       This is all to look up in Shirers "Rise and fall of the third reReich|_

    Hitler chose the Eastern front and since the resources were not endless, there were less over for a navy at that time.

    No he choose to invade the Soviet nation as a means to 1) gain its resources and fulfill his original plan from Mein Kampf and 2) the further isolate England and its ability to wage war. A successful conclusion to a war with the Soviet Union would basically: “give UK no hope to continue the fruitless war” and allow it to conclude a peace aggrement… as you may know Hitler had no interest in destroying the english culture… he respected its contribution to mankind and its achievements… This has alot to do with them being “anglo-saxons” which were of a higher value in the scale of cultures according to his thinking.
    It had little to do with resources… do you not remember that he demobilized 40 divisions after the fall of France? Those would have been better suited for his attack on Soviets. Secondly, he anticipated another “war on the cheap” and thats why he didnt commit his nation to a full war time mobilization until after 1942 (stalingrad)… at this point he felt he really needed the “resources” but by then it was too late… He was a victum of his own sucess and it resulted in his downfall.


  • Air Interception
    The regular antiaircraft gun unit is dismissed and replaced by a an artillery unit and the Air Interception rule. This rule says that if a battle includes air units from each side, then an air-to-air combat always takes place during the opening fire step of the first cycle of combat only. Roll one die for each attacking and defending air unit, they are considered to fire simulanteously. Roll for attacking air units before defending air units. Fighters hit on a 3 and bombers on a 1, apply to both attacking and defending figthers and bombers. For each hit the enemy must pick a bomber or a fighter as a casualty, as long as any air units remain. Any surviving air units may then engage in a regular land combat or naval combat during the second cycle of combat. This rule doeas also apply to Strategic Bombing Raids, were any surviving bombers may conduct a SBR during the attacking units fire step.

    This is something i posted a long time ago… its time to repost:

    AIR UNIT CAPABILITIES

    During a country’s turn, each nation’s air units may participate in either one, but only one, Ground Movement and Combat. Air units may escort bombers, or they may escort bombers or move to attack a territory, provide defensive air support (DAS) to ground units under attack within flight range or strategically bomb an IC during Ground Movement. The country’s air units return to land during Returning Air Movement segment of the combat phase. During the base change sequence, air units may move again to change bases but cannot land in just-captured territory. Defending air units can be used once per turn for air interception, or defense of attacked territories.

    Interception of Air Units (Counter air):
    During your opponents turn, your fighters may intercept and may fire at moving enemy air units in range of their territory during the combat movement phase. The maximum range of interception is two territories distance from the enemy air units. One round of air interception combat occurs in any territory or sea zone that is within the two-space range of the enemy air units. Your Intercepting air units are using their attack values, while the planes from the phasing player are defending. The planes performing the interception must now move back to their original territory. Following interception combat, the active player’s remaining planes are simply moved to conduct their originally intended attack. No air interception can take place during returning air movement, non-combat movement or during air base changes.

    Air Interdiction of Ground Units:
    Each Bomber can attempt to stop the movement of units out of a given territory. For each Armor, or Artillery unit that attempts to leave the territory is subject to a roll of one D12. A roll of 1 and the unit is destroyed. A roll of 2-3 and the unit may not leave the territory that turn. Air units that move out of territories where Artillery units reside are subject to being fired upon. Also a player can call in for one round of air interception combat (if he has planes in range) in an attempt to destroy enemy planes used for this purpose.

    Close Combat Ground Support:
    The use of planes to support ground attacks is a basic use of airpower. Each Fighter or Dive-bomber can aid one armor class two unit with a +1 attack modifier at a 1/1 basis. Defending ground units can call on DAS if they have fighters in range (see below).

    Defensive Air Support:
    During Ground Combat Resolution, defending air units (including bombers) may move to an adjacent territory within flight range to participate in the defense of friendly ground units being attacked. At the end of ground combat resolution, surviving Defensive Air Support (DAS) units must return to their original land territory, if possible.

    Strategic Bombing of Industrial Complexes
    Each player can bomb enemies Industrial Complex as follows: 1) each bomber (and possible escorts) moves over a targeted IC. 2) The defending player can fire preemptive artillery shots on each plane and/or he can call in defensive air support for one round of air combat. 3) Each surviving bomber rolls one D12 with the result equaling the number of IP that is lost from defending players next turn. When you attack/perform SBR attacks you take of the money from those nations IP balance. When they count the economic basis for determining how much money they receive it is then accounted from their IP levels. An IC may lose more IP than its printed value.

    Fighter Escort:
    Fighter may accompany moving bombers or naval units as far as their range allows them and participate in air interception combat, but they may only enter two sea zones to the target territory and two sea zones when returning from the target territory. Escorting fighters may escort either naval units or bombers (not both) and may not attack naval units or a territory during the same turn they escort bombers or naval units.

    Strategic Air Defense:
    Directly before strategic bombers roll for damage on an Industrial Complex or Oil Center, defending fighters and artillery in the territory may defend against bomber (and their escorts, if any) with one round of combat. Defending artillery has a first-shot preemptive attack against each attacking air unit. The strategic bombers and their escorts can only target defending fighters (and not any ground units). Any surviving bombers may then bomb the city / oil center.

    Combat Air Patrol:
    During the Non-Combat phase, you may establish Combat Air Patrol (CAP) by moving Carrier based planes into sea zones up to two sea zones ahead of Carrier units. Simply move these air units to an empty sea zone. They remain in this sea zone until the following turn. Any enemy naval units (except Subs) that move into this sea zone must now stop and engage the CAP and a battle will then be fought. An enemy player must move planes to engage the CAP in combat before any ships or planes can move out of the sea zone or support an amphibious assault in the same zone. If enemy planes or warships attempt to move into a CAP controlled sea zone then The CAP planes gain a +2 modifier for the duration of naval combat rounds. During the following turns regular movement phase, remaining CAP planes must then land on the original friendly Islands or Carriers and can be then be sent that turn for additional missions. Carriers that dispatch planes for CAP cannot accommodate any additional planes because the CAP planes must return to their original Carriers. This is considered one mission during the active players turn. Units conducting attacks as CAP are considered the attacker even though it’s done on during your opponents turn.

    Coastal Defense:
    During Naval Combat Resolution, defending air units (including bombers) may move to an adjacent sea zone to participate in the defense of friendly naval units being attacked, or where defending naval units are conducting combat against enemy naval units that have ended their movement in the defender’s sea zone (including during amphibious assaults). At the end of naval combat resolution, surviving coastal defense air units must return to their original land territory, if possible. Air units may provide coastal defense even if the land territory they are from is under attack. They may provide coastal defense, defend the land territory, or provide strategic air defense; they may not do more than one. At the end of combat resolution, if the territory a defending air unit flew from is captured, the air unit must fly to the closest friendly territory within its flight range. If no friendly territory is available, the defending air unit is eliminated.

    Air Transport:
    Bombers can transport up to two infantry class units from one friendly territory to another. The transport path can be over either land or sea zones.

    Paratroopers:
    Only Paratroopers (regular or mechanized Infantry units only) can carry out such missions and a drop cannot be greater than two territories from any friendly unit. Bombers are the only units that can drop such units. And they cannot perform any other functions on the turn they drop Paratroopers. Note: each bomber per turn can drop no more than two paratroopers. Paratroopers must start out on the same space as the Bombers that carry them.


  • @Imperious:

    Hold on i am playtesting your other ideas now… ill get back dont worry.

    Well, you did only talk about history. Not playability, as I hoped!? :-(

    My intention for these rules are to find a broad fan club, and hence they should be easy to play and add to the original as optional! You know the story of family games :wink:

    I have red most of your rules and must say that they are over-ambitious - too much history and reality to the cost of playability. How many people do you think will play such a game, not so many in my opinion. I find it hard to find players to A&A as it is! More detailed rules like yours will only do in a computer game. As a board game RISK is outstanding - easy to play and a hell of fun factor. How come? I tell you, it is by the small things that brings a more strategic thinking to it. In RISK it is all aginst all, a bit of Diplomacy. And the use of mission cards was a splending add, but first as optional rules. Since one can not making pacts in A&A this flavor is lost. Instead the strategic thinking is more rational in A&A, and not so much talk about how is the biggest potential threat and promises not to attack if …. RISK is great because it is easy to play and have a very high strategic level, by the art of manipulating other players! A&A is great because it is rational, one can count on the odds, but the rules make it more complex than RISK. What do you think about the order cards used in A&A D-Day?


  • do you think will play such a game…?

    Currently the total is about 38-40 with about no fewer than 3 teams across the americas calling me with playtesting results… saying its better than axis and allies…Anyway we need your expertise in house rules for our historical version of revised… Please read the posts and jump in… especially with those NA’s i think well take all of them!


  • What do you think about the order cards used in A&A D-Day?

    well they facilitate having to read the rules… those rules of mine can easily be abstracted into cards or even rewritten in simple language… they do not in themselves create complications, because if you just read what they “do” its very simple to figure out whats going on… i admit they are wordy…


  • @Imperious:

    well they facilitate having to read the rules… I admit they are wordy…

    What about the revised Air Supremacy rule:

    Your fighters attack on a 4 if no enemy fighters are present or remain in combat.

    This modification will make aircover more important for the navy, just as in history. Don’t you like this one better?


  • Anderson can you PLEASE help us in out Historical edition… WE grant you partial authorship of the project. we need help with your game theroy on the NA’s and other ideas… please contribute!


  • @Imperious:

    Anderson can you PLEASE help us in out Historical edition… WE grant you partial authorship of the project. we need help with your game theroy on the NA’s and other ideas… please contribute!

    OK!

    What about this new tech?

    Railroads
    Your and all friendly land units may move 3 territories per turn only among territories in your powers color (no conquered territories).

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