@mhal21 Sounds like a cool concept. You could probably go all out with the plane types (biplanes, jet planes, dive bombers, etc.). If you want to make that game, then go for it!
Xeno Games Europe at War
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Anyone still play this game? I did a lot as a kid and recently rediscovered it and play a lot with my son.
We’ve been trying to come up with a way to clarify and possibly even improve the rules, like the air battles, what to do with the convoy boxes, when minor countries enter, etc….
Did any of y’all have any house rules that you used?
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Hi @Techsan
welcome to the site :)
I played this years ago with my brother. It was our favorite version. @The-Captain and his group have incorporated it and other versions to make a really cool House Rules set.
https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion
The Rules are fun to read through and might give you some ideas even if you don’t go all out with it :)
https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1
You can also play it online with triplea
https://www.axisandallies.org/forums/topic/17147/gargantua-s-k-i-s-s-triplea-instructions/30
Have Fun Gaming !
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Hi @Techsan,
Yes we still use these rules today. The rules are now part of the most detailed and comprehensive version of Axis & Allies Global 1940:
Axis & Allies Global 1940 House Rules Expansion.For your inspiration we have attached 2 pdf files with Cost Of All Units - this gives you an idea of most of the units that are available in the Axis & Allies G40 Expansion game.
More units & rules are available at the House Rules section - just follow the link that barnee gave you.
Contact us any time for questions & comments.
Captain
6. G40 Cost of all units side 1, revised.pdf
6. G40 Cost of all units side 2, revised.pdf -
Awesome thanks to both of you for the quick replies.
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P Panther moved this topic from House Rules on





_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.












