here is my last draft pending further play testing. its just one page.
Axis & Allies: Special Rules version 1.1
• 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” that attack at two on the first round only.
• All standard units and values from revised AA are used even if some of these are not starting in the games setup.
• Following the first turn both the axis and the allies receive 24 IPC to be used to buy only the following units:
- 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
- Carriers cost 16 IPC
- Fighters cost 10 IPC
- Battleships take two hits and damage is repaired by D6 at sea zone adjacent to factory.
- American and British bombers cost 13 IPC.
- Invasions can only take place from adjacent land territories separated by one sea zone.
Procedure: Each side buys one piece and alternates with placement from highest value to lower value. Axis place first.
Technology rules are used except the result of heavy bombers is ignored. Instead, the player who rolls a 6 can choose which technology he will acquire.
Neutrals can be invaded, but you must defeat them. They have armies raised as the result of a roll of two D6 allocating IPC to purchase units and controlled by the opposing coalition. Spain and Turkey get four D6 rolls. The conquered neutral gives 1 IPC to the owning player, while Spain and Turkey give 3 IPC each.
Transport rules: Use Revised rules. They can invade two territories from one transport (bridging is allowed). You can also do this during friendly transport.
Planes can be placed on carriers if on an adjacent sea zone and not used in combat or directly on the carrier if they are newly purchased planes.
No naval occupation: You cannot deny naval placement if you control the sea zone adjacent to enemy factory.
Subs can’t be hit by planes unless a ASW unit is present.
You cannot land planes on carriers that are not your own.
Up to two Soviet fighters can attack at 4
Up to four German tanks can be built as SS panzers attack and defend at 4 and cost 8 IPC
Subs can’t 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. This is deducted from US totals.
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 new units in that territory until his following turn.
The Soviet player can buy up to two tanks each turn for 9 IPC
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.
Battleships are only repaired in sea zones adjacent to factories.