All of the following rules can be used together, separately, or not at all. All
depending on which of these rules sound good to you. This rules were developed and used
over several years by two friends of mine. MJP is simply the last names of the three of
us Morel, Jensen (me), Pascal. Some of these rules we no longer use but each had a life
of at least 10 games.



Battleships are the most powerful naval piece on the board but also
the most expensive. When you loose a battleship chances are you
will not be building a new one any time soon. Therefore,

Two hit Rule:Battleships take two hits before being removed from play.
When it is hit once, place the battleship on its side. When it is hit
again, the battleship is removed from play. It cannot be repaired and
acts as normal with one hit. (This is similar to a rule in the 1939 Expansion
Set. Well, we’ve been playing like this for years, long before the 1939
rules came out.)

Battleship Land Bombardment: Usually to do this you have to perform an
amphibious assault. This house rule eliminates that requirement. This allows you
to bombard any land zone adjacent to the battleship’s sea zone, with or without
an amphibious assault.


Normally during combat you roll dice for units with the same attack (or defense)
separately. To speed things up and allow for a little more carnage roll all the
dice at once and pick out your hits. For instance say you attack with 2 infantry
and two tanks. Roll 4 dice. Pretend you roll 1, 2, 3, and 6. You would have
3 hits: one infantry hit, the two tanks hit, and one infantry missed. Basically you
choose which dice represent which pieces after you roll the dice. This rule is not
for the Axis & Allies purist.

Combat Moves, Combat, and Non-Combat Moves

Combine all three rounds into one. This allows you to move into combat, perform
combat, do a non-combat move, then after combat move into another combat or more. With this rule
no distinction between combat and non-combat moves are made except that combat moves result in battle.
The only thing to keep in mind when using this rule is units are not allowed to
move more than their limit and units cannot engage in combat more than once.


Any bomber may be used to transport any 1 infantry to any land zone within the bomber’s
range. The bomber may land in the same zone as the infantry as long as it is friendly. If the
bomber performs an airdrop, it may not engage in battle nor industrial bombings. The bomber
may drop the infantry into an enemy territory where the infantry will battle but the bomber will
not. If the bomber drops infantry onto an enemy territory and it contains an AA gun, the AA
gun gets to fire at the bomber. A hit results in both the loss of the bomber and the infantry
in it.

Destruction of AA Guns and Industrial Complexes

Why are AA Guns and Industrial Complexes indestructible? Is it not possible to burn down
factories and dismantle AA Guns? This house rule allows the player to destroy any Industrial
Complexes or AA Guns that they control. Useless! you may think. Most of the time yes, but it
can come in handy.

As Many Units As You Want!

I dislike the rule that limits the number of sets of units on the board to the number of pieces
that come with the set. I like big battles! Therefore this house rule is that if you want to
add more pieces from another set, then go ahead and do it. I always thought that more pieces
looker better than more chips anyway.