• Just have 3 types:

    Heavy tank
    armor
    mechanized infantry

    at least you got proper unit designations that were at corps level

    The fast moving light tank thing didnt exist in division or corps level


  • @Imperious:

    Just have 3 types:

    Heavy tank
    armor
    mechanized infantry

    at least you got proper unit designations that were at corps level

    The fast moving light tank thing didnt exist in division or corps level

    I agree, but i am begining to think that heavy tanks should only move one


  • I use the term heavy tanks but i am really saying SS panzers or elite armor formations.

    i should use the term elite armor instead.

    remember at Kursk the entire operation was held up for additional shipments of Tiger  and Elephant designs where Hitlers focus was on building Battalions of these heavy tanks which did make a huge impact by killing many times their weight in Soviet tanks.

    Thats would also include more advanced tank designs including heavy tanks, but for mobility these units had the best of everything to make maximum use of their abilities.

    In 6 months all armor can move 2 spaces.

    These could also include Patton 's 3rd army. Soviet shock armies, Guard mechanized corps, Guard armor corps, and others


  • Axis & Allies Historical Anniversary Edition:

    These rules are meant to be used as players may want to pick and choose. You can feel free to add some or all of them for various balancing issues in games or just for more realism. I suggest players use the standard rules together and add optional rules for balancing and increased historical realism.

    Standard rules set:

    Revised turn order:

    1941:
    Germany/Italy
    Soviet Union
    Japan
    United Kingdom/United States

    1942:
    Japan
    Soviet Union
    Germany/Italy
    United Kingdom/United States

    Note: some teams conduct their turn segments at the same time.

    Alternative bidding system: The axis player starts with a cash fund of IPC which grows by the rate of one IPC each turn. It can be used once and when that occurs it’s used in its entirety and the fund stops growing. The fund can be used at any time even if it’s not your turn and you immediately place pieces equal to its value in any controlled territory. Unspent IPC are lost.

    Bidding system option #2: The Italian player can control a number of German units equal to the bid amount expressed in IPC. The Italian player can use these German units in any manner of his choosing and if some of these units are lost in combat, new forces up to the bid amount in IPC can be reallocated. Procedure: German player moves the forces in Italian controlled territories and on Italy’s turn they can be used as needed.

    Dice challenge: During the course of combat rolls, each side is allowed a number of re-rolls for either a poor dice result as the attacker or defender (costs one point), or a re-roll of an air unit hit from a defending AA (costs two points). The total number of assigned points is to be determined before start of play.

    Anti-Air rolls: These are now done according to Low Luck rules with any fraction still being rolled. Multiple AA guns have no effect. AA guns only fire during the combat phase and not during NCM.

    Income collection:  
    This phase now occurs just prior to purchase phase.
    Income collection changes for western allies: Axis players keep income for neutral conquests, but the western allies do not collect when they liberate, the Soviet player does collect for ‘liberated’ territories. Example: British player captures France and the IPC is subtracted from German totals and not added to British total. The Allies do not gain from taking territories.

    Both players can retreat: Either player can retreat in land combat after any full combat round. Retreat can be in full or in part. The attackers retreat must be to at least one of the territories the attacker can from. The defender can retreat to any controlled space.

    Special land movement: Land units moving 2 spaces, but only using 1 movement point in combat movement, can allocate the last movement point to move to one new space. This may be done even if the unit participated in combat. The movement is conducted during non-combat movement phase.

    Variable Factory costs: the cost of a new factory is now calculated as follows:
    15 IPC minus IPC value of territory. Also, you can only build new factories at territories with a Victory City (VC). So if UK decides to build an Indian factory the calculation is: 15-3= 12 IPC to build new factory.

    Placement modification: Each home factory allows you to place any units equal to IPC value, plus infantry only also equal to this value. So for example: In Germany the allies damaged 3 points, so you can now only place 7 units of any type and 7 infantry.

    Placement at VC: You may place one land unit of any type in each VC you control even if you do not have a factory in the territory. If you have a Port you may also place one naval unit in the adjacent sea zone.

    Strategic Redeployment:  
    Procedure:
    During your turn in the NCM phase count up your total adjusted placement capacity for all your factories and divide by 2. The adjusted total reflects any damage from SBR and is rounded down for the purposes of this count. The value equals the total number of additional land movements that can be made even if these units moved in the combat movement phase.

    Effect:
    Each land unit moves at double speed within contiguously connected territories. These may even be units that had just taken a new territory as a result of combat.
    If you have an empty transport you can bridge up to that capacity a number of units across ONE sea zone onto another land zone. So if UK owns France and has 2 transports and 4 SR points cleared, they can transfer 4 more units to France from UK. This only works with one intervening sea zone.

    Note: To increase the value of possible additional movements buying more factories or repairing  damaged factories is the way to go.
    Lend Lease: For each transport in the Atlantic the US player rolls one d6 = result equals IPC that can be sent to Russia and deducted from US IPC total. (I recommend you use chips) Procedure: place whatever you rolled in the Soviet Lend Lease box. The convoy box can be subject to attacks and should be protected. The following Soviet turn the IPC generated is added to the Soviet player’s treasury. A limitation of 50% of the total American income can go to lend lease purposes.

    For example: The US player has 5 transports and rolls 5 dice resulting in 22 potential Lend Lease IPC. They elect to send only 15 and place that amount of chips in the Lend Lease Box. Enemy subs or planes can attempt to attack these IPC up to the limit of 15 IPC. They roll as a convoy raid attack.

    Exception: You may place up to one naval ship in a VC even if the territory does not contain a factory.

    Convoy Raid Attack: Each warship or plane in range can elect to attack a nation in addition to other attacks in the same sea zone if other ships are also present (subs can only attack transports in this manner with or without ASW units defending).

    Procedure: move warship or plane in sea zone with convoy box roll and d6
    1-2= 1 IPC lost
    3-4= 2 IPC lost
    5-6= 3 IPC lost

    Following the Convoy Raid each submarine has the option to attack enemy transports located in the sea zone.

    Germany can perform convoy raid attacks against USA and UK.
    USA can perform convoy raid attacks against Japan.
    Japan can perform Convoy raid attack against USA.
    UK can perform Convoy raid attacks on Italy but only from the Mediterranean.

    Submarines:
    Attacking Submarines can only engage enemy transports (with or without naval escort) or perform convoy raids on enemy sea zones designated as such. If they elect to attack transports perform the following sequence:

    1.  Subs each roll at 2 or less to hit. Transports are removed for each hit. Additional hits can go against other ships (the defender decides), but only after transports are all hit.
    2.  ASW units (Destroyers and Cruisers) then each return fire hitting at one. Remove
    subs.
    3.  Subs may elect to submerge or continue attack at the end of the round. If they submerge combat is over.

    Note: If attacking ASW capable units (Cruisers and Destroyers) decide to engage the Submarines on their own turn follows the same procedure except ASW units are allocated as hits first rather than any transports.

    Special Rules:
    •   If the active player has Super Subs Technology his subs attack at 3 or less.

    •   If the player has ASW Technology, then planes can now be involved and roll for ASW
    as long as a ASW naval unit is present (at a 1:1 basis). Also, all ASW units now roll at 2 or less to score a hit.

    •   Both Destroyers and Cruisers negate a submarines first strike, but at a 1:1 basis. Excess Subs over ASW still get preemptive fire. This goes for attack or defense.

    •   Planes cannot fire at submarines unless they gain ASW technology. Submarine hits can never be allocated against air units and subs cannot fight each other.

    Submarines no longer block movement of surface naval units, except for transports. Submarines can never be involved in attacking fleets unless a transport is present. They are now strategic weapons to attack income and transports as the active player chooses. If the active player chooses to only perform a convoy raid that’s fine, but if he chooses to go after the convoy transports he will face return fire for at least one round. So remember he can choose no combat, attack the nation’s income, or attack the transports directly. That’s to say they now perform as totally independent forms of naval combat. Once the surface naval combat is resolved, further combat with submarines can occur.

    Wolf pack rule: 2+ German subs attacking together gain a +1 attack modifier on convoy raid attacks. This modifier lasts until the Allied player under attack develops ASW technology. This is a standard rule.

    German Submarines cost 5 IPC.

    Soviet-Japanese non-aggression pact: The Soviet player cannot attack Japanese territories until Berlin falls. The Japanese player can do as he pleases. But if he chooses to cross into Russia, the Russian player gets a fund of up to 12 IPC to be used immediately to place forces adjacent to Japanese and this fund is subtracted from the Russian players next turns income. The Japanese player also receives a bonus of 3 IPC for each turn he does not attack.

    Italian Surrender: If the Italian player’s land forces are removed from Africa and at least one other territory they roll a die each turn and surrender on a roll of 6. If that happens, the Italian player removes his fleet and air forces and the remaining Land units are split equally along IPC costs and the German player chooses how this is done. Lastly, the German player replaces his Italian units with his own color, and the balance of these forces becomes under allied control as independent Italian forces. If surrender occurs when the axis control the territory of Italy, consider the territory split in 2 parts ( north and south) and allow opposing sides to coexist. No IPC are awarded until the territory is under the control of one side and the other side is destroyed.

    Optional Rules:

    Optional new force pool:

    Mechanized Infantry:  Any nation can now build Mech. Infantry that attack or defend at 2, move 2, cost 4. They are considered non-infantry for transport purposes.

    Heavy Tanks: Only one of these per turn can be built per turn, or you can pay 3 IPC and convert one of your tanks. The Tank is immediately placed in a factory to designate its refitted status and cant attack on the turn it’s converted. These units attack at 4 and defend at 5.

    Fighter-Bomber: Any nation can build them for 8 IPC and they attack at 3 and defend at 2 and move 4 spaces. They can be placed on carriers at same capacity as fighters. These have a special ability on defense: If they are adjacent to attacked land territories they may assist (using their defense factor) in land combat starting on the first combat round. They can retreat with other defending units after any complete combat round.

    Fighter Defense and Escorts: During SBR attacks, the defending player can bring in planes from the same territory that is under attack to fight against bombers and they defend at a 2. The attacker can also bring in fighter escorts to protect his bombers and they attack at 1. The maximum number of defending planes cannot exceed the total number of attacking air units including bombers. Only one round of air combat occurs prior to SBR rolls. The attacker can not bring in more escorts than bombers. Note: The AA gun rolls only against the bombers and not against the escorting fighters.

    Escort Carrier: These are small capacity carriers and carry only one fighter. They make for decent fleet defense and convoy escorts.

    Battlecruiser: This unique unit represents the classic fast battleship and also takes two hits to sink, but with reduced ability of 3-3. They move 3 spaces. They can SB at 3. Note: this unit does not perform ASW duties.

    Cruisers: The cost of these is dropped to 10 IPC. These can perform ASW warfare and negate the subs first strike at a 1:1 basis. It can SB at 1 rather than 3.

    Fortifications:
    It defends preemptively at two rolls of 3. It does not move and costs 8. It must be manned by at least one infantry and this infantry also defends. Only Artillery or Bomber hits can destroy a fortification and the fortification takes 2 hits to kill. Infantry inside cannot be destroyed until the fortification is also destroyed.
    Naval Repair: Damaged Battleships, Heavy Cruisers or Improved Carriers (with technology) no longer are repaired for free. Repair is equal to one d6. Repair can be done at your port or in sea zone adjacent to a friendly factory.

    Fighters: The first fighter built now costs 9 IPC each. Additional still cost 10 IPC.

    Unit Summary:

    Unit Move Attack Defend Cost Notes
    Mech. Infantry 2 2 2 4 +1 MP Inf /Art
    Heavy Tanks 2 4 5 8 Build 1 per turn
    Fighter-Bomber 4 3 2 8 SB at 50%
    Escort Carrier 2 0 1 8 1 Fighter
    Battlecruiser 3 3 3 17 2-hits, SB @ 3
    Cruiser 2 3 3 10 1- Hit, SB @1, ASW
    Fortification - - 3-3 8 Only 1 per space, 1st shot

    Soviet Winter: Once per game the Soviets can declare a severe winter just prior to the German player rolling for attacks and it effects the game as follows: All Soviet land units defend at +1 for the first round of combat, and all German units rolling a 5 or 6 must withdraw from further combat that turn.

    Partisans: If the German or Italian player controls soviet territories but does not garrison them with at least one land unit, Partisans can attempt attacks on the IPC value as follows: For each un-garrisoned territory the German player rolls one D6 1-2= 1 IPC lost, 3-4= 2 IPC lost 5-6= 3 IPC lost.

    Soviet Factories: The Soviet player can move 1 factory per turn to any other originally controlled territory.

    Siberian Army: in the 1941 scenario the Soviet player may exchange 3 Infantry (from the eastern territories) for 2 tanks and 2 Artillery and place these in Moscow as early as the start of the second Soviet turn. This is a one time occurrence.

    Scorched Earth: A player can destroy a factory after any complete combat round providing he still has units remaining after at least one round of combat.

    Stalin Xenophobia: NO USA/UK units of any type allowed in Soviet territories. NO mixing of any units with Soviet units (including naval). Soviet Units can liberate Japanese occupied Chinese territories and that’s the only time they can enter China. Soviet units can also ‘liberate’ any Axis occupied territories and keep them as their own even if they were previously owned by Allied nations.

    Lend Lease: For each transport in the Atlantic the US player rolls one d6 = result equals IPC that can be sent to Russia and deducted from US IPC total. (I recommend you use chips) Procedure: place whatever you rolled in the Soviet Lend Lease box. The convoy box can be subject to attacks and should be protected. The following Soviet turn the IPC generated is added to the Soviet player’s treasury. A limitation of 50% of the total American income can go to lend lease purposes.

    For example: The US player has 5 transports and rolls 5 dice resulting in 22 potential Lend Lease IPC. They elect to send only 15 and place that amount of chips in the Lend Lease Box. Enemy subs or planes can attempt to attack these IPC up to the limit of 15 IPC. They roll as a convoy raid attack.

    Exception: You may place up to one naval ship in a VC even if the territory does not contain a factory.

    Generals:
    Each nation has one general (or perhaps more including admirals)

    The General (or admiral) allows one re-roll in combat for a miss each round.

    I suggest the following:

    Von Manstein ( reroll on defense, or armor attack)
    Rommel ( reroll one roll in Africa or German original)
    Guderian (reroll armor attacks or defense only)

    Yamamoto ( admiral reroll any naval attack)
    Yamashita ( reroll any land attack)

    Kesselring ( reroll for land defense for Italy)

    Zhukov ( reroll on any attack with tanks)
    Konev or Timoshenko ( reroll on defense only)

    Montgomery ( reroll on defense)

    Patton ( re roll any land attack)
    Nimitz ( admiral reroll any naval)
    Macarthur ( reroll any pacific land invasion)

    Naval Ports: These can be purchased for 8 IPC and placed in your controlled territories that contain a Victory City and is adjacent to a sea zone. They protect ships in port from naval attack, but not from air attack. If air units attack its for one round and the naval port has an implied defense of 1 against each plane that attacks and this is rolled prior to the first combat round. Loses are removed immediately. If the land territory is captured, the naval units are considered dislodged and must be placed in the sea zone. If any enemy ships pass thru the sea zone adjacent to the port they cannot be intercepted. New units built can also be placed in ports rather than the open sea zone as long as the territory contains a factory. During Strategic Redeployment one naval ship may move from one port to another during NCM.

    Amphibious Invasions: On the first round of any invasion by sea, all defending units fire first on the starting combat round. Attacking pieces are removed and don’t fire in return. After that point combat is conducted normally. In addition, the invading player may still retreat, except all retreating non- infantry units are converted to infantry before embankment on transports. When invading the attacker is limited in the number of land units he may bring into battle by the IPC value of the territory that is invaded. Each round this number can be increased by this same value until all attacking units are in play. For example: in France the British decide to invade but can only bring in 6 land units the first round, 12 units the second, etc. If the American player decided to use the D-Day option, this is doubled so it would be 6 land units per nation.

    D-Day: once per game the British and American player can make a joint attack in any one combat situation. It can be during either players turn. On the next UK or USA turn those units will still be able to be moved again.


  • Convoy Zones: Each nation begins in control of specific sea zones that can be attacked by enemy naval forces or bombers. When the listed territory attached to the convoy zone is occupied by the opposing side the convoy is replaced with a new convoy token of the controlling player. Anytime the enemy enters this sea zone with a warship (not transport) they roll one D6:

    The following convoy centers are in the game:

    Germany:
    Sea zone #5-Convoy removed if Germany loses two of the three: Sweden, Finland, or Norway.

    Italy:
    Sea Zone #14- Convoy removed if Italy loses Libya or Balkans.

    Japan:
    Sea Zone #62- Convoy removed if Japan loses Manchuria.
    Sea Zone #36- Convoy removed if Japan loses French-Indo China.
    Sea Zone #61- Convoy removed if Japan loses Kiangsu or Formosa.

    Soviet Union:
    Sea Zone #3- Convoy removed if Soviets lose Karella S.S.R.

    United Kingdom:  (9)
    Sea Zone #8- Convoy removed if UK loses any part of Canada.
    Sea Zone #2- Convoy removed if UK loses England.
    Sea Zone #28-Convoy removed if UK controls less than 6 IPC in Africa.
    Sea Zone #35-Convoy removed if UK controls loses India.
    Sea Zone #12-Convoy removed if UK controls loses Egypt or Gibraltar.
    Sea Zone #39-Convoy removed if UK controls loses Australia.
    Sea Zone #38-Convoy removed if UK controls loses East Indies.
    Sea Zone #49- Convoy removed if UK loses Borneo.
    Sea Zone #46- Convoy removed if UK loses Australia.

    United States: (8)
    Sea Zone #10- Convoy removed if USA loses Eastern USA.
    Sea Zone #56- Convoy removed if USA loses Western United States.
    Sea Zone #65- Convoy removed if USA loses Alaska.
    Sea Zone #50- Convoy removed if USA loses Philippine Islands.
    Sea Zone #53- Convoy removed if USA loses Hawaii.
    Sea Zone #20- Convoy removed if USA loses Panama or Mexico.
    Sea Zone #18- Convoy removed if USA loses Brazil.
    Sea Zone #19- Convoy removed if USA loses Panama or West Indies.

    Note: In each case when the sea zone listed and its attacked land territory is conquered, a new convoy zone is established by the side that captures the listed territories and the new player can now be attacked in the same manner on your own next turn.

    Example: Japan takes Alaska so the former convoy in Sea Zone #65 is now a Japanese convoy that the American player can attack.

    Convoy Raid Attack: Each warship or plane in range can elect to attack these convoys in addition to other attacks in the same sea zone if other ships are also present (subs can only attack transports in this manner with ASW units defending).

    Procedure: move warship or plane in sea zone with convoy box roll and d6
    1-2= 1 IPC lost
    3-4= 2 IPC lost
    5-6= 3 IPC lost

    Following the Convoy Raid each submarine has the option to attack enemy transports located in the sea zone.

    Axis Aid: Germany gets 1 IPC each from Spain and Sweden while they are neutral.

    Turkey: Conquest of Turkey allows a land bridge from Black sea, so land units can move across.

    Gibraltar and Malta: Malta is added to the map. In both cases they cannot be invaded by the axis. The allies can maintain no more than 2 units of any type on these territories. The allies can build a port but must observe the 2 unit rule at all times. These areas can be attacked only by air.

    Denmark/Turkish straights: No naval units can cross unless both sides are under control by the same player or his ally.

    Neutral forces: all neutrals have a value of 1 IPC, except the following:

    Spain: 3 IPC
    Turkey: 3 IPC
    Sweden: 2 IPC

    Procedure: roll ONE D6 for each IPC= equals starting forces. Until you conquer the nation it is an ally of your enemy but they don’t collect IPC. Only direct occupation and conquest awards IPC to the player.

    Note: Sahara, Afghanistan, Mongolia, and Himalayans cannot be entered by any units.

    Extra Forces:
    Each turn a nation will receive the following free units alternating from odd and even turns:
    • Germany: Odd: 1 Bomber, Even: 1 Fighter and 1 Submarine.
    • Italy: Odd: 1 Tank, Even: nothing.
    • Japan: Odd: 1 Fighter, Even: 1 Destroyer.
    • Soviet Union: Odd: 1 Tank, Even: 1 Fighter.
    • United Kingdom: Odd: 1 Fighter, Even: 1 Destroyer.
    • United States: Odd: 1 Bomber, Even: 1 Transport.
    Tech Tree:
    Procedure: Same as AA50 except you assign your researcher to one of the following three categories: Land, Sea or Air. Further, you can only assign up to one researcher per category at a time. Germany and USA can assign up to two researchers per category. All other OOB rules are in effect.

    Research & Development
    In this phase, you may attempt to develop improved military technology.  To do so, you buy researchers that give you a chance for a scientific breakthrough.  Each researcher token will grant you one die that provides a chance for a breakthrough
    Research & Development Sequence:
    1. Buy researcher tokens
    2. Roll research dice
    3. Roll breakthrough die
    4. Mark development

    Step 1: Buy Researcher Tokens
    Each researcher token costs 5 IPC’s.  Buy as many as you wish, including none.

    Step 2: Roll Research Dice
    For each researcher you have, roll one die.

    -Success: If you roll at least one “6”, you have successfully made a technological breakthrough.  Discard all your researcher tokens and continue to step 3.

    -Failure: If you do not roll a “6”, your research has failed.  Keep all your researcher tokens and continue to the Purchase Units phase of the turn.

    Step 3: Roll Breakthrough Die
    If you rolled a “6” on any research die, choose one of the two breakthrough charts and roll a die to see which technological advance you get.  You can only receive one advance each turn.  If you have already received the same result on a previous turn, re-roll until you get a new technological advance.  Once you have received all the advances on a chart, you cannot gain any more advances from that chart.

    Step 4: Mark Development
    If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart.  Your development becomes effective immediately.
    Any number of powers may develop the same technology, but powers cannot share their technology.

    Land Technology:

    Tier #1:
    • War Bonds- add one die to IPC total each turn.
    • Elite Armor- You can form elite armor forces by converting one tank each turn for 1 IPC or build one from scratch for 6 IPC attack at 4 and defend at 5, move 2
    Tier #2:
    • Improved Flak Battery’s- AA guns fire at planes at 2.
    • IC Repair- (one IPC allocated removes two points of damage)
    Tier #3:
    • Underground factories- SBR hits count at ½ value rounded down.
    • Heavy Artillery- Your artillery rolling a 1 can choose the land target on either attack or defense.
    Sea Technology:

    Tier #1:
    • ASW- Your fighters and bombers can now also attack subs and they hit at 2
    (Rather than 1) plus All ASW units attack value is raised to 2. They can also attack subs without having a Destroyer or Cruiser class ships present.
    • Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    Tier #2:
    • Improved Carriers- if you pay 6 IPC per carrier they now take 2 hits and move 3 spaces, plus they have a 3 fighter capacity. New Carriers of this type can also be created and they costing 6 IPC extra to purchase.
    • Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
    Tier #3:
    • Super subs- Your subs now defend at 2 and attack at 3.
    • AA cruisers: your Heavy cruisers and Cruisers get one AA roll against each plane attacking hitting at 1 prior to the first round of combat. Each plane that is hit is removed before shooting back.

    Air Technology:

    Tier #1:
    • Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls.
    • Long Rang Air- fighters and bombers now move 2 extra spaces.
    Tier #2:
    • Heavy Bombers- roll one die= lost IPC, roll second die = damage to factories capacity to place new units.
    • Rockets- Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This attack does 1d6 damage to that complex.
    Tier #3:
    • Jet Fighters- The attack value of your fighters is now 4 and the defense is 5, also they don’t get rolled at by defending AA guns.
    • Atomic Bomb- one bomber per turn can perform one SBR run where the damage is permanent reduction in capacity to place units. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.

    Procedure: allocate researcher to develop a tier #1 technology in any of three categories. Once you have developed a technology you can choose one of the two choices. If you elect to develop further research in the same category and succeed, you may then either elect to choose a Tier #2 technology or pick something from a LOWER tier technology.
    Eventually, you can get to a tier #3 technology and chose any lower tech.

    Spies: These cost 10 IPC each and can be assigned in secret to any specific enemy player’s technology category (land, sea or air). If that player decides to develop a technology in this category and it succeeds, the spy may be revealed and the spy gets to roll obtaining technology on a roll of 4-6. Note: the Soviet player is the only player that can send spies to his own allies and they cost 5 IPC.

    Counter Spy: Each player may buy a super spy which can be used to eliminate the enemy spy but this is also assigned to a specific technology category (land, sea or air) to any technologies that can be developed.

    Dogfights: When planes fight in land battles they now are rolling against each other and allocating other air units as hits before land units can be hit. AS such they have different dogfight values as follows:

    Fighters: 3
    Fighter-Bomber: 2
    Bomber: 1
    Heavy Bomber: 2
    Jet fighters: 4

    National Unit purchase changes:
    • Germany: Can build one sub for 5 IPC per turn or 2 Infantry for 5 IPC.
    • Soviets: Can build two tanks for 8 IPC once per turn or two Mechanized Infantry for 6 IPC each turn. Must be bought as a pair.
    • Japan: They can build one fighter or Destroyer for two IPC less per turn.
    • Italy: They can build two Infantry for 5 IPC.
    • UK: They can build one Destroyer, Cruiser or fighter for 1 IPC less each turn.
    • USA: They can build one Transport for two IPC less or two Mechanized Infantry for 6 IPC each turn.

    Universal National Advantages:

    Procedure: roll D12 or select one NA per turn with each nation choosing a number of them equal to what was agreed by all players.

    1. Paratroopers: Each Bomber can now carry one infantry from the territory it started movement from to any friendly or enemy controlled territory. If dropped in hostile land zone the unit attacks at 2 and must fight to the death.
    2. Fast Warships: Carriers and Cruisers now move 3 sea zones.
    3. Blitzkrieg: Your Armor units moving one space in combat movement and successfully clearing the enemy land zone can perform either: A) attack a new enemy territory from the captured territory, or B) retreat to an adjacent territory during NCM and avoid possible enemy counterattack.
    4. Dug in Defenders: You infantry in originally controlled land territories surrounded by water defend at 3. Note: includes all small islands plus Japan, England and New Zealand, but not Australia.
    5. 5th Column: Convert one neutral per game in the future by rolling a D6= number of turns you wait before conversion (keep roll secret).
    6. Mechanized Infantry: You may freely replace one infantry with a mechanized infantry each turn.
    7. Manpower reserves: You may build infantry for 2 IPC for one turn in the game, but any infantry built after costs 4 IPC.
    8. Total War: you may elect to build one factory for free per game, or destroy one enemy factory, or move one factory to another originally controlled territory.
    9. Trained Pilots: your original fighters you start the game with attack at 4 for the rest of the game, but once each is destroyed, it cannot be replaced. (Write T on chip to designate them.
    10. Foreign Aid: one ally can loan another up to what you roll on a D6 each turn.
    11. Mobile Warfare: Your fighters attacking with Armor or Mechanized Infantry boost these units +1 each combat round at a matching 1/1 basis.
    12. Combined forces: Once per game you and one ally can make your turn together performing movement, combat and non-combat together. The player moving up does not buy or place new units, and he still gets his own turn, so it’s essentially a double movement and combat action. This would be in addition to the D-Day  rule.

    Historical Suggested starting NA’s:
    Germany: Paratroopers, Blitzkrieg, 5th Column, Mechanized Infantry, Mobile Warfare, Total War.
    England: Fast Warships, Trained Pilots, Foreign aid, combined forces.
    Japan: Dug in Defenders, Trained Pilots
    Soviet Union: Mechanized Infantry, Manpower reserves, Total War.
    United States: Paratroopers, Mechanized Infantry, Total War, Foreign Aid, Combined Forces.
    Italy: Dug in Defenders

    China:

    China is now made up of two military/political entities:

    1. The Nationalist Kuomintang- KMT
    2. The Communists- CPC.

    Set up: the starting Chinese units remain in place and are considered KMT. Add one infantry in Chinghai, Ningxia and Sikang which now represent starting CPC units. If the KMT leaves any of their starting territories or is removed from them, the KMT may attack or occupy these by breaking the truce.

    Placement change: KMT units are placed at the rate of one infantry per territory under control. The KMT conducts its turn functions as per the out of the box rules and is considered the official Chinese player as per the rules. The CPC can attack the KMT and break the truce, and this would be a desirable considering the production is double.

    The US player can always replace the lost Chinese starting fighter if it’s destroyed. They can also fly one bomber to China to be used as needed on the USA turn. No other US/UK forces are allowed in Chinese territories.

    The CPC conducts its turn functions during the Soviet players turn.
    The KMT conducts its turn functions during the American players turn.

    Greater China: China (both KMT and CPC) may only enter the following additional territories of greater China which consist of French- Indo China, Manchuria, Kwangtung, and Kiangsu. If China occupies any of these territories they keep the income to buy any unit they choose.

    Burma Road: If Yunnan or Burma are under allied control, the UK player can lend up to 3 IPC a turn to the KMT player. This income can be used to buy any type of unit.


  • IL, I was thinking of printing your AA50HE map out, but I wanted to increase the IPC’s everyone got so I could increase unit costs and have national specfic prices for each unit

    so I was just wandering if there was an easy way to edit and change the IPC values on your map


  • give me the list of exact changes and ill make it just for you and post a PDF.


  • great, thanks alot, it is going to take me a few weeks though too come up with exactly what I want


  • after a few games you might to change the values again
    I recommend you buy some chips and freely customize the income values
    in this scenario IL could give you a map with no income values


  • General Rules:
    1. No shore bombardment (highly unrealistic and require more strategic thinking, particularly in the Pacific)
    2. Bomber escort rules from A&A Europe, or something to that effect
    3. Able to choose what tech. you roll for or want to develop…Not sure how will balance, but much more realistic
    4. Subs (at least some) able to inflict some economic damage

    Some National Advantages I’ve considered…Not Final
    1. Atlantic Wall for Germany so fewer troops can defend the West a little better
    2. Operation Barbarossa- Germany has advantage attacking Russia to begin
    3. Russian Winter
    4. Some sort of Lend-Lease for Russia
    5. Africa Korps under Rommel getting some kind of advantage
    6. US Marines having Amphib Assault advantage
    7. Japan defending better on islands (Dug-In-Defenders)
    8. China being able to pump out more infantry to warrant more attention from Japan (perhaps 1 free one for every territory they hold vs. 1 free for every 2 as stated in the rules)
    9. US inf. being mechanized (no-one else in the war even compares)
    10. etc…

    of your ideas i have already playtested nearly everything you requested sake item #1 in the first list and #6 in the second list.

    Under you #9 mechanized is a new unit and is a NA, while many of these ideas are either NA’s or in the rules as optional add ons or form the basis of standard rules which are 4 pages. Pick an idea you would like a change too and we discuss. I think they are minimal and quick to grasp.


  • A little off topic, but IL what models from stytrex do you recommend too represent the extra units for each nation

    In perticular I wanted too know what you recommend for representing Mechanized Infatry, Self-propelled artilery, Heavy Tanks, Light Crusiers, Battlecrsuers, and escort carrires


  • A little off topic, but IL what models from stytrex do you recommend too represent the extra units for each nation

    In perticular I wanted too know what you recommend for representing Mechanized Infatry, Self-propelled artilery, Heavy Tanks, Light Crusiers, Battlecrsuers, and escort carrires

    I dont have time to compile a list for each unit and nation,

    But i prefer to stay with plastics in AA50.

    Using the Milton Bradley AA and the AH BOTB trucks you can get all of these items

    MB AA:

    battleships=battlecruisers
    carriers= escort carriers
    Tanks = mech infantry, or use the BOTB trucks
    Self propelled= use 1/285 elephants, jackson M-10 tank destroyers, SU-155, etc.
    interceptors use MB fighters

    For heavy tanks  i guess ill go with C and C miniatures 1/285 scale “axis and allies tanks set”

    For self propelled


  • After much number crunching i think Cruisers must be 11 IPC and fighters must now be 9 IPC. Now with these values and costs the value to spend for naval configurations are closer to balanced.

    Cruisers at 12 lose to battleships 3:1
    Carriers and fighters VS. battleships (even in groups of other ships lose 3:1)


  • OK, IL, I still think there should be a light and heavy crusier, but whatever the math says

    I have been working on a D12 system of combat, with unquie unit values for most nations, and I was thinking of having the start date be set back too winter 1939-1940

    Poland has already been taken so you dont have too have any scripted stuff like, Germany must conquer poland before it takes france, but it would still be early on in the war. I am also immagining that in this scenario the Soveit Union player has different goals and objectives than the rest of the allies.

    Anyways, IL, what new territories would you add too AA50 for this start date, I wish none had to be added, but then the game just would not feel right. I am currently reading Heinz Gudarian’s Panzer Leader which has sparked in me a greater interest in the Battle of France, I was thinking France would be divided up like in AAE but with a fourth terriotry that borders Belgium, the English Channel, Eastern France, and France. If I did this I think i would make another rule that you can not amphibiously asssault Nothwestern Europe(I think thats accuarte)

    I was think thinking Siam, Iraq and Syria sould also be terriotries just so the political borders look right, but then again, I like the AA50 board and dont want too change it too much except for the new French territories

    Also new units i was thinkingg about,
    this is D12 and units cost about double ( would only be used in a 1940/1939 setup obviously)
                           C    M     A  D   
    Infantry Tanks  10  2      5  4  Only France and UK
    Panzer I/II        10  2      7  3  Germany

    Other Tanks values
                          C  M  A  D
    Shermans        10  2  6  6  US and UK
    T-34/KV-1        8  2  5  7  USSR
    Panzer III/IV/V  11  2  8  6  Germany
    Light tanks      10  2  5  3    Japan and Italy, maybe US too instead of Infantry tanks

    I have a number of other changes too tank combat and will post in a month or two when I have finilized them. but was just wondering if you wanted too make a map for circa February 1940.


  • You do realize that these changes:

    1. require all sorts of new pieces

    2. bring marginal fun to the game and perhaps less fun

    3. require wholescale changes to the game

    4. add lots of chrome

    I think keep it simple would be enough of a task. A d12 system could work but not with all sorts of tank models for each nation.

    IMO variants need to have changes that are in the same vein of the OOB rules just a bit more realistic. They have to seem like they would be the OOB rules if the OOB rules were given a bit more reflection.


  • fine, dont like my idea’s

    i am just saying why not leave the half-assed jobs for Larry Harris and Wizards of the Coast

    although your house rules are great they do not attract the “casual” A&A player and leave players who are genuinly interested in World War 2 wanting more. You expect people to pay over a hundered dollars too print out your map so they can play with six pages of additonal rules!

    If your going to go through the trouble of making a great map, make a great game to go along with it

    and i agree 1939 is no fun, put i think an early 1940 setup could make the game a lot more historical and varied. I will explain exactly why if you want.

    In  my opinon A&A should be a six to ten hour game that is highly varied. Alliances should take their turns together and they should be timed. 15 minutes before combat, 10 minutes after.

    c me and my buddy, I have all the good idea’s, he knows all about the magic(he calls it mathimatics) we will post our variant in a few months, you will like it. I promise.

    by the way, why dont you just tell me how to edit your map, then i can stop annoying you.


  • although your house rules are great they do not attract the “casual” A&A player and leave players who are genuinely interested in World War 2 wanting more. You expect people to pay over a hundred dollars too print out your map so they can play with six pages of additional rules!

    well its not just 6 pages its that plus the original rules too. I play with them and to get the majority of people involved you need to appeal to the “hey why the **** do i need 3 new pieces?” type of weirdos. I can gaurantee using these rules will, give enough additional fun and realism.

    If your going to go through the trouble of making a great map, make a great game to go along with it

    Thats map too one day to make. The rules have been tinkering since August 2007. So you see its the other way around.

    and i agree 1939 is no fun, put i think an early 1940 setup could make the game a lot more historical and varied. I will explain exactly why if you want.

    we can make a 1940 scenario with some political rules. I have no problem with that, but i am not into this D12 ( Panzer 1,2,3,4,5 thing)

    In  my opinon A&A should be a six to ten hour game that is highly varied. Alliances should take their turns together and they should be timed. 15 minutes before combat, 10 minutes after.

    Well id like to see it under 4 hours so most people wont have it sitting on the shelf waiting for the next time they can spare a day playing one game.

    c me and my buddy, I have all the good idea’s, he knows all about the magic(he calls it mathimatics) we will post our variant in a few months, you will like it. I promise.

    Im sure i will.

    by the way, why dont you just tell me how to edit your map, then i can stop annoying you.

    LOL well for starters you never asked, and secondly your not annoying me. If you dont have CS3, then get GIMP and try to edit it or give me a list of changes ( must be minor) and ill try to configure.


  • This is my own version of custom rules to make the game more interesting and open up different areas of play (IMHO). I also hope to achieve a bit more historical accuracy. What I need help with primarily, is balancing these rules. I want the Axis to have the advantage earlier in the game, and the Allies to have time on their side, just like the real war.

    I would appreciate any input in helping to balance my version. I would like to do this primarily by adding units at the start of the game as needed vs. changing the rules (though I am open to comments about changing/modifying/adding to the rules/advantages themselves). What do you guys think, do the Allies or Axis need more starting units….How do you think it will play out?

    I would especially appreciate any comments by Cmdr Jennifer and/or Imperious Leader, as you both seem to have a great deal of experience with A&A ☺

    General Rules

    1. No New Factories
    2. No BB bombardment
    3. Fighter escort rules from A&A Europe
    4. Denmark counts as a straight* (However: Subs can still pass in and out)
    5. Subs can fire 1 sneak shot each at enemy units passing through them (Destroyers still cancel this out)
    6. Subs cant kill other subs
    7. Can choose which technology you want to develop, but doesn’t take affect until the following round
    8. Black Sea closed to the Mediterranean
    9. New technology- Heavy Tanks- Defend at a 4
    10. *Note- These rules are not meant to be used with NO’s

    Germany

    1. Upgrade Cruiser to BB
    2. Atlantic Wall- Infantry defends at 3 for first round against amphibious assault in Northwestern Europe, France, and Norway
    3. Starting Sub in SZ 11

    Italy
    1. Destroyer starting with rest of Med. fleet

    Japan

    1. Starting IC in Kiangsu
    2. Lightning Assault for first round of game only- Transports can offload, move, then offload 2nd unit in a different territory

    UK

    1. IC starting in India and Australia
    2. Cruiser starting with BB and Transport

    Soviet Union

    1. Lend-Lease- Can convert any allied Land unit to Russian at beginning of Russian players turn if they start in Russian territory (Tanks, Artillery, Infantry, and AA)
    2. No starting Submarine
    3. Starting Destroyer and Transport in Black Sea

    US

    1. Marines- Attack at 2 during first round of amphibious assault

    China

    1. Receive 1 infantry per territory (Chinese) held at end of turn
    2. 5 Additional infantry at beginning of game
      a. 1 additional in Suiyuan
      b. 1 additional in Hupeh
      c. 1 additional in Sikang
      d. 1 additional in Ningxia
      e. 1 additional in Chinghai

  • General Rules
    1.  No New Factories–This will screw up the game. If you want to go this way allow IC in only specific territories

    2.  No BB bombardment–- i don’t like this because it takes out the fun, but i see thats its not very realistic that a warship will blow up an army

    3.  Fighter escort rules from A&A Europe– that should be standard. Take a look at my modification on that.

    4.  Denmark counts as a straight* (However: Subs can still pass in and out)–-Make it like the canal ( you cant pass unless you control both sides except for Germany( Kiel Canal)

    5.  Subs can fire 1 sneak shot each at enemy units passing through them (Destroyers still cancel this out)–OK this is fine.

    6.  Subs cant kill other subs–- Yes one of the biggest things in the game that should be included
    7.  Can choose which technology you want to develop, but doesn’t take affect until the following round– Yes right.
    8.  Black Sea closed to the Mediterranean– Yes right besides its too powerful for the Italian German attacks on Caucasus
    9.  New technology- Heavy Tanks- Defend at a 4. Get rid of mech infantry and make them a new unit using the bulge trucks
    10.  *Note- These rules are not meant to be used with NO’s

    Germany
    1.  Upgrade Cruiser to BB–ok
    2.  Atlantic Wall- Infantry defends at 3 for first round against amphibious assault in Northwestern Europe, France, and Norway–ok good
    3.  Starting Sub in SZ 11–ok

    Italy
    1. Destroyer starting with rest of Med. fleet—yes right

    Japan
    1.  Starting IC in Kiangsu—they will need this if you give all the infantry to china as you have below.
    2.  Lightning Assault for first round of game only- Transports can offload, move, then offload 2nd unit in a different territory----yes right.

    UK
    1.  IC starting in India and Australia—ok i see what you mean about no new factories, but you may want to give the germans one in france or poland or both
    2.  Cruiser starting with BB and Transport----yes but now the sub wont be enough to kill it on G1, perhaps move a fighter to france from somewhere else or add a german fighter.

    Soviet Union
    1.  Lend-Lease- Can convert any allied Land unit to Russian at beginning of Russian players turn if they start in Russian territory (Tanks, Artillery, Infantry, and AA)----ok standard AAE stuff…fine
    2.  No starting Submarine
    3.  Starting Destroyer and Transport in Black Sea—too much id rather give them a transport off Karelia

    US
    1.  Marines- Attack at 2 during first round of amphibious assault–ok standard AAP

    China
    1.  Receive 1 infantry per territory (Chinese) held at end of turn
    2.  5 Additional infantry at beginning of game—way too much
    a.  1 additional in Suiyuan — too much
    b.  1 additional in Hupeh— too much
    c.  1 additional in Sikang— too much
    d.  1 additional in Ningxia— too much
    e.  1 additional in Chinghai— too much

    perhaps just keep the 1942 set up for both scenarios and move the plane back out of harms way.


  • Here are your new files of course all completed before the game came out and play tested:

    strategy map for 1941 scenario:
    http://www.mediafire.com/?jrfltrddwj2

    strategy map for 1942 scenario:
    http://www.mediafire.com/?yrnntzloydw

    Phase 1 map:
    http://www.mediafire.com/?kn1n3yygqni

    Phase 2 map ( includes additional islands and territories)
    http://www.mediafire.com/?m1jy4wwlynj

    1941 with units set up
    http://www.mediafire.com/?nzn4j1jgvk1

    1942 with units set up:
    http://www.mediafire.com/?cmzwmkujgyd

    Rules:
    http://www.mediafire.com/?thqhyxfnulx
    http://www.mediafire.com/file/ltfzkjyhmgy

    now i have made cards so when you get technology you get a card to indicate the tech and what it does. The format is Avery labels #8395 which are decals that fit perfectly on EAI education blank playing cards #530658.
    these decks cost like $2 bucks each and the decals are sold for a package of 160 badges for about $20 bucks.

    18 cards total with extras on sheet 3

    sheet 1
    http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5a…

    sheet 2
    http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5a

    sheet 3
    http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5a

    I will change the color of the fonts to white eventually but these look fine.

    scoresheet:
    http://www.mediafire.com/?mhdiq4qjiy3

    roundels and tokens:
    http://www.mediafire.com/?nwzjmmzdjmy
    http://www.mediafire.com/?vncw1m2gzmn
    http://www.mediafire.com/?mlmaigmhwd1
    http://www.mediafire.com/?nkmyd0w0xcm
    http://www.mediafire.com/?2wcnlzjm241
    http://www.mediafire.com/?a02yn5glzmn
    http://www.mediafire.com/?tcygoymajit

    and for extra credit here is AARHE the definitive Historical version of Axis and Allies.

    below is just the 1939 map which is what we call phase three.
    http://www.mediafire.com/?mgfmznjnzze

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