D-Day Fortune/Tactics cards for LHJ Dimensional Battlefield


  • House Rule: Fortune and Tactics cards, for the Dimensional Battlefield official LHJ Mode.

    The Order cards 09a and 11a, do not have fortune and tactics cards, these, created by me, could help to improve gameplay of this mode, and avoid confusion, when playing with the 3 decks.
    The optional rule of these Order cards will not be used, since it is now considered as a penalty in the fortune cards.
    The cards are placed after the 9 and 11 of each deck, and read as follows:

    Fortune cards

    09af. Allied artillery fires. (Allies)
    Roll a die.
    (1) Explorers: reroll all failed dice once, in this phase.
    (2-3-4-5) There is no effect.
    (6) Moving targets: Targets are not pre-selected. On each roll of 1 the allies choose the eliminated unit. On each roll of 2 the Axis choose the eliminated unit.
    (Optional additional system. This card is placed after card 09f)

    11af. Axis artillery fires. (Axis)
    Roll a die.
    (1) Explorers: roll all failed dice once, in this phase.
    (2-3-4-5) There is no effect.
    (6) Moving targets: Targets are not pre-selected. On each roll of 1 the Axis chooses the eliminated unit. On each roll of 2 the Allies choose the eliminated unit.
    (Optional additional system. This card is placed after card 11f)

    Tactic cards:

    09at. Relocation of troops. (Axis)
    Replace blockhouses that are in areas free of allied units with lost infantry. One infantry for each blockhouse.
    (Optional additional system. This card is placed after the 09t card) (Remove this card after use)

    11at. Sabotage of German supply. (Allies)
    Allies can choose up to 6 units from the axis reinforcement board, and roll a die for each of them. Every 1-2-3 the unit is eliminated from the game.
    (Optional additional system. This card is placed after the 11t card) (Remove this card after use)

    House Rule: Allies victory condition.

    The standard OOB condition states that the allies must capture, and then hold at the end of a full turn the 3 victory cities, which effectively makes the game 9 turns for the allies. I believe that removing the condition to hold cities for an additional turn would make victory more feasible for the allies.

    New condition: allies must maintain control of the 3 cities, at the end of a turn.

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