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).
What house rules would you implement?
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In reality, tank, artiillery and infantry can’t shoot down planes. Rolls win rate should vary based on the opponent. Has anyone made specific house rules for different win rate against different unit?
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P Panther moved this topic from Axis & Allies Discussion & Older Games on
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I my view, tanks, artillery, and infantry units don’t just represent those things, but rather their units. Most tank, artillery, and infantry units during World War 2 contained some organic AA guns. While there are obviously differences in the size of divisions between the powers (Soviet divisions and corps were smaller than Western ones, one reason they were able to rack up such large numbers), I think a unit represents X number of soldiers, tanks, AA guns, etc. (while actual AA gun units are for dedicated anti-aircraft units which exist semi-independently of other divisions).
I’ve heard suggestions of giving artillery anti-tank capabilities, similar to anti-aircraft artillery in Global 1940 (North Africa’s anti-tank gun piece has something similar too). I think different win rates between different units is mostly represented well (as I hope I’ve somewhat demonstrated above).





