@hengst This house rules forum is full of ideas. To avoid scripted games you need a varaiety ways to win or lose a game in a reasonable amount of time ,eg 8 to 12 rounds.BBR and 3G40 are rulesets that encourage you to win by achieving various victory objectives.(not just victory cities)
3G40 changes turn order,merges Anzac into UKPacific,and sticks pretty close to oob rules.BBR is more complex than oob and is real popular.Both are designed to play in 1 day and to be able to declare a winner.
Axis & Allies: 1942 Third Edition
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These house rules are for players that like A&A Global, but want a more manageable and shorter game. The base game of A&A 1942 and some components from A&A Global are required to play. Anything not mentioned is the same as the OOB A&A 1942 Second Edition.
Rule Changes
Industrial Complexes
Industrial complexes either have a value of 3 or 10. The number corresponds to the number of units that can be produced there per turn. New Industrial complexes may not be built. If an industrial complex is captured, it is damaged to its maximum value.Strategic Bombing
Industrial complexes may be damaged to twice the number on the industrial complex. Bombers roll 2 dice and pick the highest result.Fighters may be sent to escort the bombers, and enemy fighters in the territory that is being bombed may intercept. Escorting and intercepting fighters cannot participate in any other battles that turn. Escorting and intercepting fighters hit on a 1, and defending bombers hit on a 1. After any casualties are taken, any remaining bombers are fired on by AAA as normal.
Island Bases
Friendly air units on islands may participate in the defense of an adjacent sea zone. Surviving air units return to the island where they originated from and cannot participate in any other battles that turn.AAA
Units with AAA dice fire at the start of a battle on the attack and defense.Straights
Straights are marked on the map by a naval base token in the territory. Naval units cannot move between the sea zones specified unless the territory with the naval base was friendly controlled at the start of their turn.Central America
Prevents enemy naval movement between sea zones 18 and 19.Northwestern Europe
Prevents enemy naval movement between sea zones 5 and 6.Gibraltar
Prevents enemy naval movement between sea zones 13 and 14.Turkey
Prevents all naval movement between sea zones 15 and 16.Egypt
Prevents enemy naval movement between sea zones 17 and 34.U.S. Supported Chinese Forces
During the United States mobilize new units phase, they may place 1 purchased Infantry in each of the territories of Yunnan, Szechwan, Anhwei, and Sinkiang if they are friendly controlled. The territory does not have to have been controlled at the start of the United States turn.Unit Changes
Anti-Aircraft Artillery
Cost – 3
Attack – 1
Defense – 1
AAA dice – 1Mechanized Infantry
Cost – 4
Attack – 1*
Defense – 2
Move – 2***Attacks at 2 with a paired Tank.
**Can blitz.Mechanized Infantry can be paired with any land unit to give that land unit a move of 2 and allow them to blitz.
Tank
Move – 1Submarine
Attack – 1May submerge after the first round of combat even if there are enemy Destroyers present.
Cruiser
AAA dice – 1Aircraft Carrier
Defense – 1
AAA dice – 1Battleship
AAA dice – 1Damaged Battleships may only be repaired if they are in a sea zone that is adjacent to a friendly industrial complex that is not damaged at the end of their turn.
Setup Changes
Soviet Union
Russia – 10 IC, 1 AAA, 1 Mechanized Infantry, 1 Bomber
Karelia S.S.R. – 3 IC, 2 AAA
Caucasus – 3 IC, 1 AAA
Vologda – 3 IC, 2 AAAGermany
Germany – 10 IC, 1 AAA, 1 Mechanized Infantry
France – 3 IC, 1 AAA
Northwestern Europe – NB, 2 AAA
Finland – 3 IC, 2 AAA
Italy – 3 IC, 1 AAA
Bulgaria Romania – 3 IC, 2 AAA
Ukraine S.S.R. – 3 IC with 6 damage, 2 AAAUnited Kingdom
United Kingdom – 10 IC, 1 AAA
Eastern Canada – 3 IC, 2 AAA
Gibraltar – NB, 2 AAA
Egypt – NB, 2 AAA
Union of South Africa – 3 IC, 2 AAA, 1 Mechanized Infantry
India – 3 IC, 1 AAA
Western Australia – 3 IC, 2 AAAJapan
Japan – 10 IC, 1 AAA
Manchuria – 3 IC, 2 AAA, 1 Mechanized InfantryUnited States
Eastern United States – 10 IC, 1 AAA, 1 Mechanized Infantry
Central United States – 10 IC, 2 AAA
Central America – NB, 2 AAA
Western United States – 10 IC, 1 AAA
Yunnan – 1 Infantry
Szechwan – 1 Infantry
Anhwei – 1 Infantry
Sinkiang – 1 InfantryNational Advantages
Optional.Soviet Union
All land units cost -1 IPC.Germany
Anti-Aircraft Artillery and Tanks get +1 defense.United Kingdom
Aircraft Carriers require 2 hits to kill. Fighters cannot land on damaged Aircraft Carriers, and any fighters on an Aircraft Carrier when it is damaged are destroyed. Damaged Aircraft Carriers and Battleships may be repaired at the end of the U.K. turn if they are adjacent to an original U.K. territory or a friendly industrial complex that is not damaged.Japan
Infantry, Anti-Aircraft Artillery, and Artillery on islands get +1 defense. Destroyers may transport 1 Infantry and follow the same rules as Transports.United States
All air and naval units cost -1 IPC. -
Great ideas!
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Updated.