Uh…hello. There is a global zombie war game called Zombie State. I’ve seen it and read some reviews. I’ve actually designed a pretty complicated Axis and Allies Zombies game using the Global 1940 maps. I use Fortress America infantry units for zombies as I don’t have any real specific Z sculpts. I’m afraid I made the rules so complicated that people might compare it to Cones of Dunshire. The Zs are pretty slow and certainly not unkillable. I combined the idea of supernatural undead springing up everywhere thanks to Hitler (he gets munched right off the bat and Admiral Donitz takes over what’s left of Germany) with some pandemic plagues. So some Zs can infect you while others just tear you limb from limb. If the players want to just beat on the Zombies they can unite and do that, or if they want to fight each other the Zs get exponentially tougher and rip into all of them. Like “nightmare” level in some computer games. I’ve been working on it for a few years on and off. Max Brooks World War Z novel and the Harry Turtledove Balance novels were a good inspiration for this kind of thing. Let me know if you’re still interested in this game concept. There is actually someone who started this a few years back with the old A and A Classic map and some fun ideas for introducing Zs into WW2, but I’ve always preferred bigger maps and lots of different unit types.
Using Revised rules in A&A:E and A&A:P
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Basically I see three big revisions that can translate. Sorry if this is beaten to death, but obviously I’m new here, and a quick search turned up nothing.
Tanks defend on 3
Fighter and Carrier cost 2 less
Tranports carry 1 Infantry + 1 land unit (changed for Pacific anyway, although not the same as revised)Europe:
Tank: Gives Germany an advantage, mostly.
Transports: Gives alliies the advantage, mostly.
Fighter&Carrier: Carriers help allies. Fighters are rather neutral.Therefore I play with all three. They seem to balance out nicely.
Pacific:
Fighter&Carrier: Helps equally, though argueable helps Japan since a carrier and fighters defend much better than they attack. Of course the arguement that carrier borne fighters also really help in amphibious assaulting a teritory somewhat nullifies this theory.
Tank: Helps equally, makes armor much more worth the transport space.
Transports: Screws with marines a lot, also a problem becuase the starting locations dont take the extra space into account. The starting location problem with transports doesn’t matter as much for Europe.I never play with the revised transport rules here. I always have tanks defend on three, it makes them actually useful. I waiver as to use cheaper carriers and fighters.
What do you guys think? Did I leave out any major translateable changes from Revised?
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You forgot to mention the difference in sub mechanics. By the way, we still keep the house rule of not having planes strafe subs without the presence of destroyers in our game of AAR with my group.





