What is the difference between A&ARevised and A&ARevised Enhanced?
A man, a dream, and a day off from work.
Axis and Allies Revised Enhanced! Like your grandpa’s war stories, but with REAL German strippers.
I was wondering what others have done to add new units to A & A Revised? I was thinking of getting a copy of the Old A & A and using some of those pieces as new units. Maybe the Old Battleship as a Cruiser? Anyone have any experience in this area?
I bought 4 games. Painted the units and now got 2 complete sets so I don´t have to use the counterchips.
You nerd.
Actually, I painted my pieces too… umm… :oops:
Use the old set- use the old Battleships as Heavy Cruisers (Scharnhorst anyone?). 18 IPCs, Attack 3, Defend 3, two hits to kill, bombard on a 1.
The old set Fighters are also cool for carrier based aircraft- make your own variations for TDB planes.
These are just some starters- get as creative as you want then playtest. You’ll usually know pretty quickly if you’ve tipped the balance too far in one direction, then you can tweak the rules.
there is a whole booklet called A&A enhanced realism rules. The extra things are
navy–-heavy cruiser- put a flag under a battleship to mark it, it attacks and defends on 3 bombardment 3 cost 18
light cruiser - put a a flag under a destroyer to mark. Att.2 Def.2 no bombardment cost 12
super carrier - put 2 flags under. holds 3 planes Att. 0 def. 3 cost 20
regular carrier - holds 2 planes att. 0 def. 2 cost 16
escort carrier - put one flag under to mark. holds 1 plane. att.0 def.1 cost 12
the destroyers become worthless except for air attacks on subs and negating the sub first strike. att.1 def.1 cost 6
airforce— heavy bomber- put two flags under a bomber to mark. att.5 def.1 cost 18
air transport - put one flag to mark. carries one inf. into battle. battle movement is 2 in and 2 out. must be in same space at
the beginning to work. it can attack on the second cycle of rolls, att. 1 def. 1 cost 10
jet - one flag under a fighter to mark. att. 4 def. 5 cost 15
land units-- these are tricky to understand.
-heavy inf.-- put one flag under a inf. to mark att. 2 def. 3 they can be hit twice. one to knock them down to regular
guys and then once more to kill them. for example i’m being attacked in a spot where i have 3 heavy inf. the guy gets
four hits on me. i defend and roll my 3 dice hoping for 3’s I can choose to take one out completely after i defend on a
3 for him. thats two hits. The other two infantry i can knock down to regular inf. then. thats four hits total. The
next cycle they defend as regular inf. and get killed in one hit. cost 5
heavy tank. put a flag under a tank to mark. att 4 def. 3 same rules apply as with heavy inf. They can be hit twice.
cost. 7
This discussion needs moved to House Rules