Ready to lay down some new rules for a new revised A&A world version.

  • 2007 AAR League

    dont knock until you’ve tried it.  Its better than the house rules here for sure.  You guys still use rules that dont make sense.  It takes awhile but you have a really different twist to the game and not stacking.  I dont see how you could do that once the nukes come into play, you’d loose all your stacked people.


  • With the map “clarifications” I feel its not structured and not easy to remember.
    Could print a new map instead though.
    It does seem like you aren’t playing revised but an older version of the game.

    @balungaloaf:

    Its better than the house rules here for sure.

    Have you checked out AARHE?
    Justifications are included so its quite intuitive.

    Download Link: http://rapidshare.de/files/32990411/Axis___Allies_Revised_Historical_Edition_Phase_2_Draft_20060914.rtf.html
    Update Thread: http://www.axisandallies.org/forums/index.php?topic=7188.0


  • dont knock until you’ve tried it.

    Ive played those rules. That thing has been out for like 15 years. Some of it works and some of it does not. When you play you reduce your tanks back to 3/2? I find 3/3 is much better. You play with 12 IPC fighters? 18 ipc Carriers? 24 IPC battleships? Those are old concepts. What about those Maximum production limits? Japan cant build more than 3 infantry on Japan? Oh thats outstanding… ON J2 Japan is in a world of hurt if they cant make more than 3 infantry. If they build a fac in manchuria that limit is at 2 inf.

    I dont like how they handled Turkey. If you take Turkey you cant move units from Balkans into Turkey as if they are not connected. Whats with that?

    What about victory conditions? are we supposed to play only until one side is “conquered” that could take weeks! it does not take into consideration the victory cities which are an improvement.

    also as you may know no allied units are allowed in the Soviet union… however the replacement for balance in this case is offered with a stupid 6 IPC loan carried by 2 transports… hows that gonna help the Soviets?

    on top of that they reduce soviet units combat values to the point where they are ineffective… this weakens the Soviets too much IMO

    AS i have allready stated many times before many of these rules are very dated and only apply or were meant to apply only to 2nd edition axis and allies. This varient has far succeeded its best intentions and is based on far superiour evolutionary rule ideas. That book has alot to offer and has its influences on many other ideas that form the basis of many good house rules.

  • 2007 AAR League

    tek, i’ll open a new post and put all rules in there.  Any questions or statements by people can come to this one, not the other.  That should help.  It’s gonna take a while

    IL, We still use victory conditions, either minor, major, or total.  Take the cities.  We use the new map.  Carriers, are 16 and hold two, but you can have small 12 ipc carrriers that hold one, and supercarriers that hold 3.  You can even put jets on them.  A whole bunch of new units and different defense and offense hit points are used also.  It evens out here.

    With turkey, i didnt even know that was a rule until i started to type.  i overlooked it for a long time.  i usually just took over turkey and then used trn’s to go into black sea and drop off in caucusus.

    Japan on the other hand, already has 2 IC’s at the beginning of the game.  With heavy units tech, you can build heavy infantry.  That makes up for the 3 and 2 respectivley.  Heavy inf, attack on 2’s, or 3’s on bonzai charges, defend on 4’s on islands and have to be hit twice to die.  One hit drops them to regular infantry.  There’s alot going on.

    The soviets we have had no problem with, because even with reduced effectivness, they get all those heavy inf, all those free units after each turn, russian winter, and more help by national rules.

    The transport rules have been overlooked cause they are rediculous.  One tank per tran or two inf per tran.  Air trans can carry inf also.

    fighters are only 10 ipc in this rulebook, jets are fifteen.

    sorry for being a jerk defending my work here, but this takes time to type, also we have fine tuned some rules and changed little things to make it better.  We’ve been playing this way for 2 to 2 1/2 years.

    sadly tanks are 3/2 but heavy tanks which get hit twice are 4/3 then 3/2.  i think it works well.


  • like Eastern Europe isn’t adjacent to Turkey nor Black Sea
    but your title mentions “revised”

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