Large Set of House Rules (+ Italian National Advantages)


  • duh…forgot attachment

    AA 50 House Rules.doc

  • Sponsor '17 TripleA '11 '10

    Sweet. Thanks for the quick update.


  • Version 1.4

    Fixes all around, China, Italy, IC limits, 2 new UK Advantages.

    Have fun folks, comments and questions welcome as always

    AA 50 House Rules.doc


  • Why not split in 3 differents categories

    1. National advantage  (ex: USSR general winter, UK radar)

    2. Special units    (ex: frogmen, panzergrenadier,kamikaze)

    3. Weapons development (ex: USSR katyucha rocket, USA B29, UK Chuchill tank)


  • in my view those three terms are almost interchangeable, thats why i dont categorize them like that.

    UK radar could be a National Advantage, A special Unit (AA Guns), or a Weapons Devolpment, like it is now.

    The same can be said of others, but I prefer a semi-historical set of 6 randomly chosen bonuses, to spice up the game. It represents the particular doctrine of each of the nations in question.

    Also, it would be difficult for some powers, like italy to have a wide array of special units, so they make up for it with special powers and abilities, etc.

    I suppose I could arrange each power’s NA’s into three categories, and you get 1 of each. But thats the beauty of house rules, you can change them.

  • Customizer

    USA NA no 5: Resilient Carriers

    This is completely incorrect. American carriers were built for SPEED, and had wooden decks which burned like torches.

    In fact it was the UK carriers (my father served on one) that had steel decks and were unsinkable from Kamikaze attacks.

    I prefer to think of A&A as a four power game; with UK/USA co-operating with the USSR in a very loose sense, and no allowing each other’s forces on their territory, except perhaps allowing aircraft to land (but not fight in defence).  In the name of balance it’s only fair that the relationship between Germany/Italy and Japan is under similar restrictions.

    USSR being able to “declare” winter is hilarious.  Winter should be automatic every fourth turn.  But I think it should be about restricting armour rather than improving infantry, perhaps even reducing tank’s attack value to 1 for the winter turn.


  • ok, yes the metal decks is a falicy.
    however carriers like the yorktown and others proved to be more resiliant than their counterparts for other reasons, modern firefighting techniques and equipment for instance.
    fast carriers was less than useful in my opinion anyway.

    Larry let the soviets declare winter, I was going to change it to something similar to what you sugested; “Every fourth turn enemy tanks may not blitz in originaly russian territories, also their attack and defense values are reduced to 2 and 1 respectively”.

    But thats not as simple, so i didnt do it. Ill think about it.

  • Customizer

    Remember too that the autumn rains bogged German tanks down in the mud, while the Russian tanks had wider tracks which coped much better with this.

    Germany is hardly likely to blitz through Russia; perhaps tanks simply can’t move in winter (frozen fuel).


  • In our house rules games, we play with the seasons.
    1 season = 1 turn.
    For example: No amphibious assault in western europe during winter.
    The russian player can call a general winter but only 2 times during the games.


  • @Flashman:

    Remember too that the autumn rains bogged German tanks down in the mud, while the Russian tanks had wider tracks which coped much better with this.

    Germany is hardly likely to blitz through Russia; perhaps tanks simply can’t move in winter (frozen fuel).

    i think more of the autumn/spring rains that hurt the tanks and the winters that hurt the infantry.  certainly the fuel freezing was a winter thing, but the tanks could move at least when started, as compared to autumn when no one moved anywhere on the german side…

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