I want to bring ‘back’ classic and the fun it provided me for many years since like 1981 when i played Nova games edition.
I feel the strategy must be kept intact at least for turn 1 and possibly turn 2. This will give my idea more favor to others who love this version and don’t like many changes.
Practical considerations:
My intention is to take the classic map and enlarge it to 50%-100% larger and post that file link. That is being done at my expense.
I want to reduce the effects of heavy bombers because it messes up the game
I want to conclude some of the unit values from Revised. Has anybody tried using for example artillery in MB edition?
I want to make cards for the game that could be optional to add some very minor items.
I want to window dress the map with some additional minor enhancements
I would like to allow 2 hit bb, and allow neutrals to have some minor forces, because the strategy the allies use is to attack spain, so id like some penalty for it… rather than saying… “you cant move in spain”
post ideas (your best). This is only 3 pages of simple ideas:
here are mine:
Axis & Allies: Special Rules
• German and Soviet tanks defend at 3
• German U-Boats cost 7 IPC and two or more can attack at 3 ( wolf pack)
• German, British and American Bombers can elect to conduct “night- bombing” which makes their bombers SBR at ½ values, but no AA gun is used.
• American can invade with “marines” which on the first round attack at two.
• All standard units and values from Revised are used even if some of these are not starting in the game.
• Following the first turn both the axis and the allies receive 24 IPC to be used to only but the following:
- Destroyers: attack/defend at 2, move 2, cost 10
- Cruisers: attack/ defend at 3, move 2, cost 18 (take 2 hits)
- Mechanized Infantry: attack/defend at 2, move 2, cost 4
Procedure: Each side buys one piece and alternates with placement from highest value to lowest value.
No technology rules are used?
Neutrals can be invaded, but you pay 3 IPC to enter. No blitzing neutrals
Transport rules: 2 infantry OR 1 Other unit. They can invade two territories from one transport (bridging is allowed). You can also do this on friendly transport.
Planes on carriers can be placed if adjacent and not used in combat or on carrier if newly built.
You cannot deny naval placement if you control the sea zone adjacent to enemy factory.
Subs cant be hit by planes unless a ASW unit is present.
Subs cant be attacked by naval ships except Cruisers and Destroyers.
USA only can lend lease up to two D6 worth of income each turn to Soviets?
No new factories except India, South Africa, Egypt, Manchuria, FIC, France, or Canada.
The Soviet player can move each factory once per game, but he cant place in that territory until his following turn.
When a capital falls you lose only saved income and the actual income of the territory, not all the income… so you may still built stuff in other factories.
Battleships and cruisers are repaired on D6, but if you roll 6 you have to pay the result of another roll of a D6.