I think a good idea for 1914 would be to require at least 1 infantry to be stationed in every territory by the end of a power’s turn (the infantry must be from the power controlling. If they don’t, they won’t get the IPCs from this territory. Not only does it potentially make the game more historically accurate (to symbolize the need to keep civilian populations under control during wartime), but it probably also makes the game more balanced, as the Allies will probably be more burdened with this (since they have substantially larger colonial possessions).
Anniversary Edition House Rules
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Too long of an initial post. If you want feedback and discussion, please pick 1 or 2 of your most important house rules and see how they’re received.
Also, it’s often agreed by a good number in the Axis and Allies community that a HR should be for the purpose of correcting game imbalance and or fixing something else.
My point of view of Anniversary edition is that the Axis have a distinct advantage. What wrecked the game for me is that I played Global 40 a lot where I was used to the US making 72 IPCs per turn. When I played 50th anniversary and within 3 turns Japan is making 1.5x more than the US, it really turned me off to the game. Absolutely ridiculous. And to top it off, tanks cost 5 IPCs which mostly benefits the major land Army country in the game.
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Too long of an initial post. If you want feedback and discussion, please pick 1 or 2 of your most important house rules and see how they’re received.
Also, it’s often agree by a good number in the Axis and Allies community that a HR should be for the purpose of correcting game imbalance and or fixing something else.
My point of view of Anniversary edition is that the Axis have a distinct advantage. What wrecked the game for me is that I played Global 40 a lot where I was used to the US making 72 IPCs per turn. When I played 50th anniversary and within 3 turns Japan is making 1.5x more than the US, it really turned me off to the game. Absolutely ridiculous. And to top it off, tanks cost 5 IPCs which mostly benefits the major land Army country in the game.
I hear ya Ichabod. 6 icp tanks and US is at war with everybody and makes 75 icp’s per turn and the most it drops is to 65 -68. In my game. Japan has to earn its money.
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The UK: The East India Company: Costs 2 IPCs. Attacks and Defends on 1. Moves 1. (Use the UK�s Infantry from Axis and Allies Classic to represent them. Meant to be throwaway units to slow down the Japanese in mainland asia. Can only be produced with a complex created in the India territory by the UK).
The East India Company was a trading organization, not a military force. In other words, it was a “company” in the corporate sense, not in the sense of being an infantry company.
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@CWO:
The UK: The East India Company: Costs 2 IPCs. Attacks and Defends on 1. Moves 1. (Use the UK�s Infantry from Axis and Allies Classic to represent them. Meant to be throwaway units to slow down the Japanese in mainland asia. Can only be produced with a complex created in the India territory by the UK).
The East India Company was a trading organization, not a military force. In other words, it was a “company” in the corporate sense, not in the sense of being an infantry company.
Lol…
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Germany: The Waffen SS: Costs 4 IPCs. Attacks and Defends on 2 or less. Moves 1 (Use Germany�s Infantry pieces from Axis and Allies Classic to represent them.)
Could we leave out the Nazi unit? The last thing I want are people falsely thinking this is game and website is some kind of alt right meeting place.
Besides, Germany doesn’t need any HRs help when they can churn out 5 IPC tanks.