@mhal21 I don’t play poison gas warfare for one simple reason. Poison gas was not as much of a thing as people think it was in WWI. Yes it was terrifying and it made the headlines when it happened, but the estimates are that around 150 000 casualties happened due to gas, which is something like 2-3 days of a huge battle on the Western front.
I know some people have dabbled with it so there is stuff out there. You might want to hop on the Axis and Allies Facebook page to ask your question !
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).





