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.