The combat system is quite different from A&A, so it would be difficult to replace cards with extra pieces directly. Dice work differently from A&A as well.
Cards are used throughout the game sequence; for additional movement, combat bonuses, special actions and reinforcements. Building combos of cards on your hand is part of the strategic element in the game.
All 170 cards in the game have authentic pictures.
This map is huge 15 square feet wow I can use my Axis and Allies Miniatures for this game sweet. I wish, I fear I will never have enough planes though :x
These rules are added on to the rules posted in the post with the maps and country cards
While setting this game up and trying to give it a realistic twist
Most of the advantages posted in the revised rules will work. This list has the not so compatible ones changed.
Russian Winter AA-R
Non Aggresion treaty AA-R
Mobile Industry AA-R
Tank Guards regiment-Tanks in the cities of Leningrad, Stalingrad, and Moscow defend on 4’s House rule
Lend Lease AA-R
Joint Strike AA-R
Common Wealth Troops– Common Wealth Industrial complex’s produce 2 free Infantry during your mobilize new units phase Does not count against build limit this includes newly built complexes. Factories in Sydney And Calcutta Are the common wealth
Mid-East Oil Cairo, Trans Jordia, Syria, Iraq, Iran,Southern Iran, Tehran,Upper Egypt AA-R
French resistance AA-R
Flying boats- Bombers may attack subs without destroyer present Bomber attacks on 3 or less. House rule
Liberty ships-transports now cost 6 IPC’s House rule
Mechinized Inf. AA-R
Fast carriers AA-R
Lend Lease-- US units,( other then Infantry) May be converted at a I.C. to that country. This Includes ships In a sea zone bordering a Industrail complex. Max of 4 units per turn. House rule
U-boat Program- Subs Cost 6 IPC’s House rule
Atlantik Wall- Infantry Defend on 3’s during an Amphibious onto a grey territory house rule excludes Afrika House Rule
Wolf Packs AA-R
V-2 Rockets- Fired from AA, Range 3 fired at Industrail complexes, Max 1 rocket attack per turn per gun, On roll of 5, or 6, V-2 misses What ever is rolled on the other die, equal amount of IPC loss. House Rule
Panzer Blitz AA-R
Fortress Europe- African spaces don’t get bonus AA-R
Japan- all AA- Revised
Dug in Defenders
Kaitan torpedoes-- Kamikaze subs Hit on 4’s, does not need to be next 2 red territory.
Italy- I could use some help here. This is what I was thinking, you really can’t give them a ligitamate Nat’l advantage because the majority of there equipment was crap. Add that to the even crappier training there military overall recieved, backed by their puny production rate, I say give them MORE ships at start of game. Italy did have a rather large Surface fleet, bigger then Germany’s Maybe they get another BB and transport with there fleet. This would be their Nat’l. Advantage.
1. Jet Fighters
2. Super Subs
3. Long Range Aircraft
4. Heavy Bombers-- Cost 18 IPC’s Move 6,a4,4-d1, can carry two Paratroopers-- Heavy Airtransports, Cost 7 IPC, move 4 a0-d1 May move two paratroopers or Infantry
5. Combined Bombardment
6. Heavy Tanks Cost 8 IPC, move 2, 4-4
7. Long Range Artillery- Defending Arty gets Prilimanary bombardment. 1 die per Def. Arty need to roll 1’s to hit. Attacking Artillery that is not performing a combat move may choose to support other units attacking adjoining territories. 1 arty per attacking unit.
A roll of a 1 is a hit This is also a prliminary bombardment
8. Mechanized Infantry-Tanks may carry 1 Inf
9. Super Carriers- can carry 3 fighters
10*. Industrial Tech. Roll a d6, 1-2 Army 3-4 Navy 5-6* Airforce IPC reduction in costs. Army- 1 Airforce- 2 Navy- 2 *Battleships -3
11. ParaTroopers/ Air transports- Paratroopers- Cost 4 IPC, Move 1 attack 2 Defend 2 air transport
Airtransport cost 6 IPC move 4 a0,d1 may carry 1 paratrooper or 1 Inf.
12. Radar- May fire 2 AA that defend on a 2, 2 Die. 1AA = 1 die @ 2, 2AA = 2 Die @ 2, no more then 2 AA may fire from 1 Territory.
Other Rules That should be included
Japan gets it’s First Strike As per pacific Rules must be used first turn
Russia Can’t Attack it’s first turn unless attacked first, or maybe Germany gets a surprise attack against only Russia, like japans
US control over China be as similar to Pacific rules as you can, this includes builds, Or china can be it’s own country with a 9 IPC Starting income China goes simultanious with US player
Neutral countries British D-day Pieces
Italy Yellow Jap Pieces Revised- Italys Tanks were crappy and small also, and at least they are not fielding Shermans
AA guns- You can Have as many AA guns as you want per territory but gain the benifit of only having one. Only 1 AA gun per territory per turn may fire. This is also true for V-2 Rockets.
If you want utilize your new trucks that came with Battle of the bulge game,
Trucks- Cost 4 IPC’s move 3 Attack 0 Defend 0 Transport 1 Inf. + 1 Arty or 1 Inf Can be captured not destroyed If a territory is lost that contains a truck the new owner may immiediatly use the truck as it had not moved and was his at the begining of their turn. Passengers Dismount upon contact with the enemy and defend as normal. Trucks movement ends when something dismounts. Trucks can Load move load and move again
Also this map is perfect if you don’t neccassarily want russia involved right away, kinda like Xeno games world at war.Llots of possibilities with this set up
Russia collects Half their income until war is declared on them or the 5th turn, then they are automatically at war Can only attack neutral territories or chimese territories intil they are at war
Now any one got an idea for National Advantage’s for Italy or maybe china?
I’ve found that AAE and AAP combined is quite a lot of fun, but the way I play has been modified quite a bit:
-Every chinese territory is worth one, and americas total production is 44.
-Uks total production is 44
-Germanys prod. is 40
-Japan’s prod. is 24 (japan island value increased to 10)
-Russias prod. is 24
-India is directly connected to the adjacent middle eastern countries, tsingha is directly connected to the adjacent russian countries
-Axis goal is to capture two capitols: UK, india, new south wales, EUS, Moscow.
-Allied goal is to capture germany and japan.
The game is surprisingly very well balanced, and offers a nice change from normal A and A which gets repetitive. But yeah, setup is a bitch.