Axis and Allies Pacific and Europe: 1940 House Rules


  • Axis and Allies Pacific: 1940 House Rules:

    Changes on Carriers: Carrier based fighters may participate in defensive combat if eligible if the Carrier is damaged. They still may not be able to launch fighters for attacks.

    Ports and Air bases: Naval ports protect your ships from naval combat. Air combat alone becomes the only way to attack ships in port. These bases if attacked have normal built in Anti-Aircraft rolls that fire prior to the first round of combat. If land units attack a territory where you have a naval or air base these units are considered ‘dislodged’. Dislodged units may fly away to another air base in range, or naval units in port are now considered at sea if the territory the port is in was captured by the enemy. If the enemy had also placed his naval units in this sea zone he may force naval combat that round.

    Minor factories can be built on any territory with an IPC of 2 or greater. They may not be built on islands except Hawaii, Japan, Australia, and Philippines. They cost 6 IPC each and can place up to 3 units but cannot build Battleships or Carriers.

    Major Factories can be built in any territory with a value of 3 or higher. They can build any unit type to a maximum of the IPC value of the territory ( not 10). They cost 15 each.

    Any Fighters or Tactical bombers units in a airbase may fly one territory adjacent to help defend your land units in combat. So even if it is not your turn, you may use planes from adjacent air bases to help defend embattled territories. They are placed at the start of the first combat round. They may retreat after any round.

    Modified turn sequence: Japan moves first, all other players move together by turn phase sequence. For example: they all perform turn phase one together, and then turn phase two, etc. They may attack the same territory together but each will roll separately with Japan rolling each time a different side is attacking.

    Defender Retreats: All land units that move two spaces may retreat to an adjacent territory after any completed combat round.

    Strategic movement: All land units that do not move until Non-Combat may more one extra territory as long as these are originally controlled territories at the start of the game.

    Strategic Bombing changes: Tactical bombers can also perform SBR and cause 2 IPC worth of damage automatically. They cannot be brought in as escorts, but can be taken as a combat loss from the AA gun instead of a bomber.

    AA gun changes: Total number of rolls against both Bombers and Tactical bombers are now rolled at the same time. Defender assigns hits.

    Commerce Raiders: German Battleships or Cruisers can now act as surface raiders and destroy 2 IPC worth of damage rather than 1.

    Burma Road: As long as this remains open the Allies can send 6 IPC and this income can be spent on any type of unit except naval. This income can be saved or buy any type of unit ( except naval)

    Japan’s victory conditions consist of 1 Victory point for every 10 points of IPC generated in a turn (Fractions are ignored). When Japan reaches X number of VP the game can end in a japanese victory ( to be determined).

    The Allies can also win by an economic victory by getting a total of X number of IPC at the end of any turn. A second way to win would be to develop the Atomic Bomb ( technology) and reduce japan under X IPC.

    Atomic Weaponry: ON the 12th turn of the game the American player develops the Atomic Bomb. Each turn they may build and drop ( via a Bomber) one atomic bomb on any Major Japanese factory.  Effects: roll three D6, two of these reduce IPC of japanese factory that turn, third die results in permanent loss of that territories IPC. The American player chooses how the dice will effect the Japanese player.

    The first turn such a weapon is dropped, the American player rolls a D6. If he gets a 6 Japan surrenders. Each time another weapon is dropped the die is modified +1, so if America drops 3 Atomic Bombs the roll needed to force japan to surrender is now 3 or greater. Only one bomb per turn can be created and has no cost. If the American player has no bombers in range to drop the weapon, it can be stockpiled and more than one can be dropped on a future turn. However, if no bomb is dropped the American player does not roll any Japanese surrender roll.

    Soviet Entry: On the turn when the American player develops Atomic weaponry, the Soviet may enter the war and the starting forces consist of: 6 Infantry, 2 Mechanized, 2 Artillery, 2 Armor, 2 Fighters. The Soviet Territories can build new units and place them like China with no need for Factories. The Soviets play first before any other player including Japan. The Soviet player has it’s own victory conditions which are to remove all Japanese forces from the mainland of Asia. The ANZAC player controls the Soviet forces.

    German and American Mechanized Infantry are 2-2-2-4 units and do not require a tank to blitz. The Soviet player may also get this modification, but only on the third turn after they are at war.

    The German player gets one free Mechanized Infantry representing the Spanish Condor legion on the turn they invade the Soviet Union.

    When France falls, specific French territories will become either Free French, Vichy ( pro-axis) or completely neutral. French air units are removed and land and Sea units will each roll for disposition as either Free French, Vichy, Scuttled ( removed) or neutral.  ( this list will depend on the map).

    list will grow as rules are clarified.


  • Damaged carriers may only hold one plane instead of two [normal #]
    Damaged carriers defense is reduced to one

    For ports does, sea zone 26 count as a port entirely, or do the ships move into an imaginary sea zone within sea zone 26?

    Neat that tanks and mech infantry could retreat on defense, I like it….thier speed comes in handy

    Have you considered adding/modifying the “one infantry may move from one airbase to any other freindly airbase you control so long as no enemy units intervene the shortest path” So you can fly men to wake…sort of like a “Victory city spawning guy” that im such a fan of, but more realistic

    Perhaps add Russia as a power, give them a basic set up and have them work exactly as china does…only infantry, placed in only russian territores, and cant leave russian territories, can always buy artillery

    that also brings to mind Chinese Communist rules…the old pacific Chinese could be used for this, or even the old pacific’s red japanese, that means thed get red artillery too.

    Keep the ideas coming IL


  • Russia would get Half normal IPCs if not at war with Japan and cant declare war
    Its normal ammount IPCs per territory if invaded

    Monsterous infantry stacks on the border, some reserves too. But if japan wants to fight them, it can


  • Im liken the new naval and airbase rules and the modified turn sequence.

    although, I dont see the hisotrical/gameplay reasons for the new rules for carriers, mech inf, and defender retreat.

    If a carrier’s deck is damaged how can it launch planes?

    And mech inf being able to move 2 on their own devalues the all ready expensive tank. I also dont see why tanks and mech inf have a greater abilty to retreat. In most battles the the percentage of detroyed and damaged armored vehicles is much higher than the amount of infantry killed or wounded.


  • a carriers deck may not be damaged, it may be the hull, the engine or some other components to varying degrees….
    That is why I propose the reduction from 2 planes to 1, less deck space, less cargo space, less supplies, and the reduction in defense power from 2 to 1. Perhaps even a reduction in move from 2 to 1, but that might get complicated.

    In a battle you know you cant win, retreating is a viable option, armor and mech infantry units are mobile enough to get out ot the area, much faster than those on foot who would be run down. “After” a combat round is important, so you can at least shoot at them on round 1, Perhaps you might not be allowed to empty the defending territory when retreating like this, so if its only tanks you have to leave a rearguard.

    I think mech infantry can move 2 in noncombat anyway…so i think IL’s rule is moot. Mech infantry can not blitz without a tank however, meaning take an empty territory then proceed to the next enemy territory

    I like the 1/2/2 mech infantry…IL knows I was afraid of a 2/2/2 mech infantry because it would totaly render the artillery obsolete. Games of this scope accomidate the mech infantry, and it will never take the place of bread and butter infantry


  • although, I dont see the hisotrical/gameplay reasons for the new rules for carriers, mech inf, and defender retreat.

    If a carrier’s deck is damaged how can it launch planes?

    many reasons why i don’t like this rule:

    A damaged BB can still fire a Damaged Carrier cannot use its fighters to defend. The extra cost of supporting 2 planes and a CV should balance with the same degree as a BB. Balance is as important as being realistic or historical.

    I understand that damaged could also mean it was hit and caught on fire, but fire control party put out the fire ,but it is still damaged. Combat Air Patrol consists of small groups of fighters performing an high altitude air umbrella over the carrier. I see that in small groups a number of planes could still launch . Thats why on defense they should still protect the carrier.

    I don’t like the idea of paying 2 IPC more and getting nothing in return and if i extrapolate that the 2 hit carrier is of use i am a fool, because to ever use that “free hit” invalidates the fighters defense and thats not worth 2 IPC to me.


  • For ports does, sea zone 26 count as a port entirely, or do the ships move into an imaginary sea zone within sea zone 26?

    Neat that tanks and mech infantry could retreat on defense, I like it….thier speed comes in handy

    Have you considered adding/modifying the “one infantry may move from one airbase to any other freindly airbase you control so long as no enemy units intervene the shortest path” So you can fly men to wake…sort of like a “Victory city spawning guy” that im such a fan of, but more realistic

    Perhaps add Russia as a power, give them a basic set up and have them work exactly as china does…only infantry, placed in only russian territores, and cant leave russian territories, can always buy artillery

    that also brings to mind Chinese Communist rules…the old pacific Chinese could be used for this, or even the old pacific’s red japanese, that means thed get red artillery too.

    i will get to this and other comments latter. My list is updated. and included ideas for AAE40.

    add ideas as you like and a tally of the good ones will add to the ideas posted.


  • You still havnt explained the mech infantry movement aswell as the armor/mechnanized retreat,


  • You still havnt explained the mech infantry movement aswell as the armor/mechnanized retreat,

    I am not sure about how they move in NCM, but in the OOB they need a tank to move the second space in combat movement. I am just clarifying what the rule should be if it was different in NCM.

    I really have favored all defenders to be able to retreat, but really the only units that are really needed to retreat are tanks ( now that they are at 6) and the mech because its a truck and these should at the very least be able to retreat as well.

    Infantry get trapped in pockets and artillery are fixed positions. I want to make only minor changes and not start a new game built on the old one. AARHE is a dramatic change and these ideas came from it, but they are minor changes.

    Units need to move more spaces because the game will take alot longer to play because more territories exist. I hate longer games, and rails are not addressed so you got to make something to fix that.

    On the carrier issue…

    I know know about the “damaged CV can only support one plane rule” that is old news and i have tried may ideas where damaged ships get altered combat ratings… the house rules have to be streamlined and to add all sorts of uber realistic ‘damaged state’ rules, bogs down the game. I know this from alot of experience.

    I like to just have the same exact rules, except the thing takes 2 hits. Thats it. The 2 hit thing with all sorts of complications just does not work for the ‘fun factor’ and it makes the game imbalanced.

    AARHE always had this “repair damaged ships in port or factory rule” and it makes sence that you don’t just repair in the middle of the ocean for free.

    Also Carriers can be damaged many ways, It is not common that they are listing so they cant launch planes, but that they had fires or a portion of the flight deck was damaged, so planes have to be careful where to land. Damaged carriers could even represent plane loses not accounted by losing the plane “piece”, but modeled as a general fatigue of the ship and crew after battle, sustained by crew loses in the explosion or fire that was put out after combat.

    I feel the rules regarding damaged carriers creates too many rules to support the various cases and its not helping the bottom line. it should be streamlined.


  • @Imperious:

    Infantry get trapped in pockets and artillery are fixed positions. I want to make only minor changes and not start a new game built on the old one. AARHE is a dramatic change and these ideas came from it, but they are minor changes.

    yes but when armored forces do engaged they tend to lose a higher percentage of their force comapred to infantry. It dosnt seem realistic that armor is so survivalbe when it when amored forces tend to more quicly lose their streagth in battle.


  • @Imperious:

    I feel the rules regarding damaged carriers creates too many rules to support the various cases and its not helping the bottom line. it should be streamlined.

    I think the game has to be played a few times before you can make that call.


  • yes but when armored forces do engaged they tend to lose a higher percentage of their force comapred to infantry. It dosnt seem realistic that armor is so survivalbe when it when amored forces tend to more quicly lose their streagth in battle.

    Infantry are the ones that usually get surrounded, while armor find a way out. Also armor cost 6 and players will be less inclined to use them.

    I introduce small steps on defender retreats, as you know AARHE has always advocated this over the years. People are not ready to accept this yet, but a small step in the right direction must begin sometime. Units that move 2 spaces get this: tanks at 6 and mech is too weak at 1-2-2-4… this makes them more viable now to have them retreat.

    Thinking of allowing them both to move and attack one space, then attack a second to give them some blitzkreig value.


  • @Imperious:

    Thinking of allowing them both to move and attack one space, then attack a second to give them some blitzkreig value.

    thats a good idea.

    @Imperious:

    Also armor cost 6 and players will be less inclined to use them.

    tanks at 6 and mech is too weak at 1-2-2-4… this makes them more viable now to have them retreat.

    Well, in the pacific game i agree they are not going to be too particularly useful(except maybe in china), but that is just realistic.

    I think we will have to see AAE40 before we can decided if the new mech infantry and armor rules need to be tweeked.


  • Yes the rules must not include exceptions for each game. So it may be the case where it may apply more for one over the other on the basis of historical realism.


  • What would be good house rules for U.S. Marines like from the original AAP? The same?

    U.S. MARINES
    Movement: 1
    Attack Factor: 1 or 2
    Defense Factor: 2
    Cost: 4 IPCs (USA only)
    Description
    Only the United States has Marine units, these
    are the dark green infantry pieces. Marines normally
    attack just like infantry units (with a roll of
    1). However, they are more effective in
    Amphibious Assaults, as explained below:
    • A Marine unit attacking in an Amphibious
    Assault scores a hit on a roll of 2 or less. A
    Marine unit that enters combat by moving
    from one land territory to another land territory
    may still attack with a roll of 2 or less as
    long as at least one friendly unit attacks from
    a sea zone making the battle an Amphibious
    Assault.
    • For each artillery unit attacking the same territory
    one Marine unit may attack with a roll
    of 2 or less.
    • For each artillery unit attacking the same territory
    in an Amphibious Assault that is not
    paired with an infantry unit, one Marine unit
    may attack with a roll of 3 or less.

    Should this be modified to make them a viable unit you may want to buy sometimes?


  • yes i will add that in.


  • Has anyone considered changing the airfields with house rules? I love the idea of airfields in the game. The scrambling is a great idea based off CAP from AAP41. The new rules are improved though. The extra movement point with the new rules doesn’t seem to be much of an advantage. Adding one movement point doesn’t help much because you really need two movement points to make it usually worthwhile. Whats the point of moving 5 spaces most of the time? You need to land some where and you need 6 to go further. I also don’t really like the old airfields from AAP41 because they made the fighters move too far across the Pacific. I think a good house rule would be that you need a airfield to land on an island at all. That way strat bombing would really mean something. You damaged their airfield and they can’t take off until they fix it. Now, you would be able to land on the continents(Asia including Japan, North America, Australia) without one but, then it would give you a bonus move (5, or 7) for the advanced airfields in more industrial areas then some jungle island. I think the cost would have to change too. 15 is too high if you needed them to land planes. Maybe 6IPC? Still can damage them up to six and inoperable at 3 damage. I think this would add to the historical flavor of the game by capturing islands to build airbases on them.


  • I added to them. If you build one they can support adjacent land territories under attack on DEFENSE, whereas the rules only allow them to defend the sea zone out side the island chain.

    I think this is enough, and fighters will be great because they can participate in many new ways.


  • Thats a good idea. Why couldn’t fighters in India scramble to defend Burma and then move one space back to India in noncombat? If you can move one space to the sea to defend you should be able to do so on land. I will try that in one of my games as well as you have to have an airfield to land fighters on islands.


  • @Admiral_Thrawn:

    Thats a good idea. Why couldn’t fighters in India scramble to defend Burma and then move one space back to India in noncombat? If you can move one space to the sea to defend you should be able to do so on land. I will try that in one of my games as well as you have to have an airfield to land fighters on islands.

    I think the idea is that the inland is already in the sea zone, so the fighters on inlands are not accualy moving to defend, because they are already in that sea zone.

    I do find it wierd though that airfeild only provides aircraft with one extra space of movement.

Suggested Topics

  • 6
  • 611
  • 3
  • 3
  • 5
  • 10
  • 1
  • 24
Axis & Allies Boardgaming Custom Painted Miniatures

30

Online

17.0k

Users

39.3k

Topics

1.7m

Posts