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    Posts made by B.AnderssonGameMaster

    • RE: National Advantages for A&A Europe Version 1.2

      @djensen:

      Did you want me to update what’s online currently?

      Yes, I would be greatful if you replaced the ones that are A&A.org House Rules for Europe with these ones. So far there are only three votes, so I gues it is more or less now it has to be done. Thanks in advance of your respons!

      /B. Andersson

      posted in Axis & Allies Europe
      B
      B.AnderssonGameMaster
    • RE: Revised Tech & NAs

      @djensen:

      Hey B, did you already submit this one to the website?

      I have a backlog of a bunch of your house rules, etc. I’ll slowly get to them all.

      No, not really. But I would be greatful if you replaced the old ones with these. Thanks in advance of your respons!

      /B. Andersson

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: National Advantages for A&A Europe Version 1.2

      Hmm… did not get agood response on the Gibraltar rule or Malta Fortress rule, so I ended up in this one for UK:

      6.  The Royal Navy
      The Royal Navy was the largest and most advanced navy in the European Theatre of Operations. As the war progressesed the Royal Navy expanded rapidly with large construction programmes, particularly destroyers.
      Your destroyers now cost 10 IPC’s. More over you may once per game place one of your destroyers in a sea zone adjacent to United Kingdom for free during the mobilize new units phase of your turn.

      posted in Axis & Allies Europe
      B
      B.AnderssonGameMaster
    • RE: Revised Tech & NAs

      @B.:

      Anyone who think this version of U-Boat Interdiction is a better one then the original one…

      Anyone???

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      The issue isn’t battleships vs aircraft carriers: the issue is control of the air.

      Surface ships without air protection were vulnerable to air attack: the Japanese gave a very convincing demonstration of this early in the war, sinking two armored British warships (Repulse and Prince of Wales). And unlike Pearl Harbor, The British ships were at sea and underway, capable of maneuver and prepared for air defense. And yet they were sunk … quickly.

      Carriers themselves were vulnerable to air attack – though they proved more durable than many expected. But they could also deliver offensive blows from hundreds of miles away, long before heavy ships had closed to within range of island objectives. So one of the primary tasks assigned to the fast carrier forces was the destruction and suppression of enemy air forces. The fast carriers would sweep in ahead of the landing and bombardment forces, seize control of the air, and maintain control of the air until local ground-based forces could take over. This kind of offensive strike was the best possible defense, both for the carriers and the heavy ships.

      Carriers and battleships were fundamentally different weapons. A heavy ship could only throw its ordnance a few miles; a carrier could strike targets hundreds of miles away. A heavy ship had to stay in close proximity to its objective. A carrier 200 or 250 miles out had thousands of square miles of sea to disappear into, and would still be in striking range of its targets. The fleet carriers held the edge in terms of raw speed and maneuverability. And they were more difficult to put out of action than anticipated. A ship that’s hard to find, hard to hit, and capable of delivering heavy blows from hundreds of miles away is a formidable weapon.

      The quick fix for these facts is the optiional rule “Air Supremacy”:

      Air Supremacy
      Fighters attack or defend in the opening fire step of combat if no enemy fighters are present or remain in combat.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @Adlertag:

      What i miss is battleships that roll dice in an opening fire step, both in combat and shore bombard. Lets face it, Battleships had long range big guns that looped its barrage on the smaller ships before they was in range to fire back. :mrgreen:

      I partly agree, but what about planes attacking a BB? Should the BB have a opening fire at planes as well and do you find it realistic? I have two suggestions:

      1. Each BB roles two dice instead of one die, but the combat capability go down to 3/3.
      2. Each BB attack in the opening fire step of combat, for the first combat cycle only.

      Which of these rules do you like most?  :?

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: House Rules from Game Master

      @Imperious:

      Hold on i am playtesting your other ideas now… ill get back dont worry.

      Well, you did only talk about history. Not playability, as I hoped!? :-(

      My intention for these rules are to find a broad fan club, and hence they should be easy to play and add to the original as optional! You know the story of family games :wink:

      I have red most of your rules and must say that they are over-ambitious - too much history and reality to the cost of playability. How many people do you think will play such a game, not so many in my opinion. I find it hard to find players to A&A as it is! More detailed rules like yours will only do in a computer game. As a board game RISK is outstanding - easy to play and a hell of fun factor. How come? I tell you, it is by the small things that brings a more strategic thinking to it. In RISK it is all aginst all, a bit of Diplomacy. And the use of mission cards was a splending add, but first as optional rules. Since one can not making pacts in A&A this flavor is lost. Instead the strategic thinking is more rational in A&A, and not so much talk about how is the biggest potential threat and promises not to attack if …. RISK is great because it is easy to play and have a very high strategic level, by the art of manipulating other players! A&A is great because it is rational, one can count on the odds, but the rules make it more complex than RISK. What do you think about the order cards used in A&A D-Day?

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: House Rules from Game Master

      @Imperious:

      By using my rules it becomes more flexible to each player to choose strategy!

      Yes but they pursue ideas that historically the “mind set” would not allow… ITs a fact that Germany pursued a strategy of building alot of subs, because they could not compete with england with surface vessels…

      Well Impy I think you are wrong and right. Wrong about that Germany could not compete with England with surface vessels. Germany didn’t build a great navy because Hitler did not want to, but never the less they got the resources to compete with England at the time. Hitler chose the Eastern front and since the resources were not endless, there were less over for a navy at that time.

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: House Rules from Game Master

      @Imperious:

      OK to sum up: quantity discount……Naw im against this as it just adds a “filter” of something that does not add to the “fun” factor. I would consider something like 2 infantry for 5 dollars for russia, and germany, of a discount on destroyers for UK… something that reflects the nations historical ability to churn out units at a greater rate than others… also something like cheap uboats for germany would be a good idea…

      The reason for these kind of NAs you are talking about were mass production! If England would have put all money in a new submarine program, there submarines would have been mass produced, hence cheaper! By using my rules it becomes more flexible to each player to choose strategy!

      More over the discount increases progresively with the price of the unit - for 70 IPCs of tanks (14 tanks at basic price) one only gets a discount of 12 IPCs were as for 72 IPCs of battleships (3 battleships at basic price) one gets a discount of 20 IPCs! Since air and navy is more axpensive than land units, it favors these more expensive units. However it is a hard bet to go for only destroyers or fighters one turn, so there should be a premium to take that risk. Above that, this new rule also imply that no player can save IPCs to next turn! You should really try it for a game and you will see that it is not as bad at all, it is really an extra “fun” factor!  :wink:

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: Anti-Aircraft Guns and Heavy Artillery

      This revised carrier unit include air power as a built in factor, hence it is no longer a plattform from which fighters can take off and land. The hole  idea is to abstract carrier fighters into the carrier itself! The statistics below the data for the new carrier unit confirm that cost and combatcapability is balanced compared to battleships. Now carriers are the most offensive naval piece and battleships are the most defensive pieces, due to better over-all defensive (best defensive value, two hit rule and smaller movement) capability. This new type of carrier should be used in conjunction with fast destroyers (or if you prefer to call them cruisers as I would), destroyers move is increased to 3. Now carriers and destroyers have a move of 3.

      Aircraft Carriers

      Description: Speedy ships that can strike deep into enemy territory.

      (Figthers can no longer land on a carrier)

      Cost: 16
      Attack: 4
      Defense: 3
      Move: 3

      Special Abilities
      Aerial Fire Support: In an amphibious assault, your carriers may like battleships make a support shot on amphibious assaults on a 4. Each carrier fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A carrier cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.

      Air Strikes: Carriers always fire in the opening fire step, whether on attack or defense. Cassualties from this opening fire will be destroyed before they can return fire.

      12 BB (24 IPCs/BB)

      Cost: 288 IPCs
      Att: 124 = 48
      Def: 12
      2 = 48
      Hits = 24

      18 CA (16 IPCs/CA)

      Cost: 288 IPCs
      Att: 184 = 72
      Def: 18
      3 = 54
      Hits = 16

      1st round

      Att CA: 72/6 = 12 hits -> 12 hits absorbed and 12 BBs left
      Def BB: 48/6 = 8 -> 10 CA left

      2nd round

      Att CA: 104/6 = 6,67 hits -> 5,33 BBs left to counter fire, due to opening fire
      Def BB: 5,33
      4/6 = 3,55 hits -> 6,45 CA left

      3rd round

      Att CA: 6,454/6 = 4,33 hits -> 1 BB left to counter fire, due to opening fire
      Def BB: 1
      4/6 = 0,67 hits -> 5,78 CA left

      4th round

      Att CA: 5,78*4/6 = 3,85 hits -> 0 BBs left to counter fire, due to opening fire

      1st round

      Def CA: 183/6 = 9 hits -> 9 hits absorbed and 12 BBs left
      Att BB: 12
      4/6 = 8 -> 10 CA left

      2nd round

      Def CA: 103/6 = 5 hits -> 3 hits absorbed and 10 BBs left to counter fire, due to opening fire
      Att BB: 10
      4/6 = 6,67 hits -> 3,33 CA left

      3rd round

      Def CA: 3,333/6 = 1,67 hits -> 8,33 BB left to counter fire, due to opening fire
      Att BB: 8,33
      4/6 = 5,55 hits -> 0 CA left

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: Anti-Aircraft Guns and Heavy Artillery

      @Imperious:

      Planes to ship combat:
      If any side has a carrier (SCV, CV, CVL, or CVE) or Hybrid Battleship then they must conduct air attacks first before any surface naval combat can occur. Super Carriers have 8 planes, Fleet Carriers have 6 planes, Light Carriers have 4 planes, and Escort Carriers have 2 planes, while Japanese Hybrid Battleship/Carriers have only 1 plane. Next each player who has planes decides how to allocate them into the following combat missions as follows:

      1. Combat Air Patrol (CAP) defends first against fighter escorts, followed by remaining planes at 8
      2. Torpedo Bombers attacks naval targets at 6 defends against CAP at 4
      3. Dive Bombers attacks naval targets at 4 defends against CAP at 6
      4. Fighter Escorts attacks CAP only at 8

      The selections are made and not disclosed to the other player. Both sides now reveal their airpower allocations and perform aerial combat missions before naval attacks can occur. All the active players’ planes must now engage any defending planes that were assigned to CAP duty and perform aerial combat. All combat is considered simultaneous so both sides get to roll, hits are assigned and loses are removed from play.

      Wow unexpected and as expected too advanced IMHO! I was thinking of something more generic like a new revised aircraft carrier unit without fighters onboard. Something like:

      Aircraft Carriers

      Description: Speedy ships that can strike deep into enemy territory.

      (Figthers can no longer land on a carrier)

      Cost: 16
      Attack: 4
      Defense: 3
      Move: 3

      Special Abilities
      Aerial Fire Support: In an amphibious assault, your carriers may like battleships make a support shot on amphibious assaults on a 4. Each carrier fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A carrier cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.

      Air Strikes: Carriers always fire in the opening fire step, whether on attack or defense. Cassualties from this opening fire will be destroyed before they can return fire.

      The following link say something about Carriers vs Battleships: http://groups.google.se/group/soc.history.war.world-war-ii/browse_thread/thread/572028548c8e1a02/e4a54bb2c11621be%23e4a54bb2c11621be?sa=X&oi=groupsr&start=0&num=3

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: Anti-Aircraft Guns and Heavy Artillery

      @Imperious:

      The carrier and its “offense” should include air power as a built in factor. I have made an extensive argument for this at HGD a year ago.

      Exactly were can I read about this statement, it is genious Impy. I would love to take a look at the combat ratios and cost as well as movement!

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: Newbie Experiences!

      @M36:

      We didnt even use ICs my first game. :oops: :lol: Man that was a riot.

      Yeah, dude! first time I played A&A I didn´t have an opponent to play against. Moreover I didn´t use the map, just improvising. UK always won since I used some aditional infantry units that looked pretty cool, Red Devils I think! Beats me ;-)

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: House Rules from Game Master

      @Imperious:

      Im so happy you and duke have come back to post… i felt i was the only dude holding the fort… At least our common ideas can have some good feedback. :-D

      Well Impy, what about the Mass Production rule of mine?
      :?

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: House Rules from Game Master

      What about to replace the AA-guns with an air interception rule?

      Air Interception
      The regular antiaircraft gun unit is dismissed and replaced by a an artillery unit and the Air Interception rule. This rule says that if a battle includes air units from each side, then an air-to-air combat always takes place during the opening fire step of the first cycle of combat only. Roll one die for each attacking and defending air unit, they are considered to fire simulanteously. Roll for attacking air units before defending air units. Fighters hit on a 3 and bombers on a 1, apply to both attacking and defending figthers and bombers. For each hit the enemy must pick a bomber or a fighter as a casualty, as long as any air units remain. Any surviving air units may then engage in a regular land combat or naval combat during the second cycle of combat. This rule doeas also apply to Strategic Bombing Raids, were any surviving bombers may conduct a SBR during the attacking units fire step.

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: House Rules from Game Master

      @Imperious:

      Im so happy you and duke have come back to post… i felt i was the only dude holding the fort… At least our common ideas can have some good feedback. :-D

      What about a revised Air Supremacy rule that also includes naval combats? Naval combat: Your fighters attack on a 4 if no enemy fighters are present or remain in combat.
      Land combat: as before.

      Or the Shore Bombardment rule, with the restriction of support shots per amphibious assault?

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: Anti-Aircraft Guns and Heavy Artillery

      @Imperious:

      Working on something right up your alley:
      http://www.axisandallies.org/forums/index.php?topic=5862.msg86911#msg86911

      Question: under my system which is basically your idea would a carrier or battleship be a better buy. Note: include with the carrier 2 of my new naval fighters 2/2/4/8 with the carrier and also on a seperate study look at your light carrier with the same 2 fighters Vs. the new battleship.

      You have forgotten the fifth tech!
      If you use my rule for Convoy Rule you should not also use my revised NA U-boat Interdiction!
      Many more small things that needs further work, like to many NAs that are very much the same. Pick the cherries!

      Your carrier based figther (2/2/4/8) seems imbalanced at a glance. The movement restriction for carrier baser operations only (except for islands) is a drawback that needs a counter. Your suggestion a preemptive shot. Ifound this a too big advantage. My suggestion is to skip these naval ftrs and make an extension of the Air Supremacy rule, to also include naval battles. So the new rule would be something like:

      Air Supremacy
      Fighters can support infantry attacks and artillery defense if no enemy fighters are present. Air supremacy increases your infantry’s attack to 2 or your artillery’s defense to 3. Each infantry or artillery must be matched one-for-one with a supporting fighter. More over your fighters attack on 4 in naval combats as long as no enemy fighters are present.

      Include a rule that says that fighters always hit fighters first, than the Air Supremacy rule will be even more important! What do you think?

      Naval Fighters
      Description: Representing carrier based torpedo-bombers and dive-bombers. ( use 1/600 scale planes for these)

      Cost: 8
      Attack: 2
      Defense: 2
      Move: 2

      Setup: Japan and USA each receive 2 naval fighters free, during the first round only. These are brought into play during the Mobilize New Units Phase on the respective powers´ turn.

      Special Abilities
      These units can only move from small islands or Carriers and can only attack other naval units. All attacks are preemptive rolls against defending warships prior to the start of the first combat round. After each successive round of combat this advantage is lost.

      40 Ftr (regular)

      Cost: 400 (10/pc)
      Att: 340 = 120
      Def: 4
      40 = 160
      Hits = 40

      50 Ftr (naval)

      Cost: 400 (8/pc)
      Att: 250 = 100
      Def: 2
      50 = 100
      Hits = 50
      Spec: restricted to AC and first strike ability

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: House Rules from Game Master

      @Imperious:

      This is revised?

      Yes, these rules are for A&A Revised, since A&A Classic does not use artillery. The Air Supremacy rule can be used for A&A Europe and Pacific, the others are already partly included (Destroyer Bombardment) or are not applicable since no weapons development.

      posted in House Rules
      B
      B.AnderssonGameMaster
    • House Rules from Game Master

      Optional Rules

      Air Supremacy
      Fighters attack or defend in the opening fire step of combat if no enemy fighters are present or remain in combat.

      Convoy Raids
      The U.K, U.S. and Japanese players are susceptible to supply line interdiction. This rule imply that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink” IPCs. On the U.K, U.S. and Japanese players collect income phase, the player must subtract 2 IPCs to the bank for each enemy submarine within 1 sea zone of an industrial complex contolled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turn’s conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containting the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).

      Placement of New Naval Units
      Place naval units only in sea zones adjacent to territories containing eligible industrial complexes. New naval units can enter play even in a hostile sea zone. No combat occurs because the conduct combat phase is over. Newly built fighters can be placed into territories containing an industrial complex controlled by your power from the start of your turn, or they may be placed on an aircraft carrier owned by your power in a seazone adjacent to a territory with such an industrial complex. The aircraft carrier may be an existing one or it may be a newly built carrier. You may not place a new fighter on a carrier owned by a friendly power.

      Shore Bombardment
      In an amphibious assault, battleships and destroyers may make a support shot on amphibious assaults on a 4 and a 2 respectively. For each support shot one must put ashore one land unit, apply to both battleships and destroyers. Battleships and destroyers that conduct shore bombardment fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A battleship or a destroyer cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.

      Weapons Development

      Shared Tech
      If any ally has acquired a Tech, you may roll for that same Tech at 3 IPCs per roll (e.g. If Japan develop Super Submarines on J1 at 5 IPC per roll, then Germany may attempt to roll for Super Submarines on G2 at only 3 IPC per roll).

      1.  Jet Fighters
      Your fighters are now jet fighters. They are immune to AA fire and may intercept bombers (including superfortresses) in a SBR.

      Bomber Interception: This battle last for one cycle of combat only. The defender declares intercepting fighters before any defending AA guns fire. The intercepting fighters attack on a 3 were as the bomber defend on a 1 (2 if superfortresses). The surviving bombers are on the second cycle of combat subjected to any AA fire. Any fighters used in a interceptor role may not also defend in a regular land attack against that same territory on the same turn.

      2.  Rockets
      Your antiaircraft guns are now rocket launchers. In addition to their normal combat function, they can reduce enemy industrial production. From each territory, one antiaircraft gun may attack an industrial complex within 3 spaces. Roll one die for the rocket. The result of that roll is the number of IPC’s destroyed by that rocket. The maximum combined damage inflicted in one turn by all rocket attacks and strategic bombing raids on the same industrial complex is the territory’s income value. The opponent must surrender that many IPC’s to the bank (or as many as the player has, whichever is the lesser amount).

      3.  Super Submarines
      Your submarines are now super submarines. They attack and defend on a 3 and may not be attacked by enemy aircraft when alone or in company with other submarines only, unless an enemy destroyer is present.

      4.  Long-Range Aircraft
      Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters´ range increases to 6. Your bombers´ range increases to 8.

      5.  Heavy Artillery (replace Combined Bombardment)
      Your artillery are now heavy artillery. They attack on a 3.

      6.  Heavy Bombers
      Your bombers are now heavy bombers. They roll two dice each in an attack or strategic bombing raid (see Special Combats in Phase 4: Conduct Combat), but still only a single die on defense.

      National Advantages

      Soviet Union National Advantages

      1.  Russian Winter
      Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down.
      Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry in red territories defend on a 3.

      2.  Nonaggression Treaty
      The Japanese refrained from attacking the Soviet Union during most of the war. They already had one bear coming at them from the east.
      The first time in the game that the Japanese forces attack any red territory, you may place four of your infantry for free in that territory before resolving combat. If Japan attacks more than one red territory in that turn, you may decide which such territory receives the infantry. If you attack an orange territory before Japan attacks you, you lose this national advantage.

      3.  Mobile Industry
      In response to the threat from the Russian front, the Soviets moved their factories east. They produced 5,000 tanks east of the Urals in 1942.
      Your industrial complexes each may move 1 territory during your noncombat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value). They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them. You may mobilize at a complex if you controlled both the industrial complex and it’s new territory at the start of your turn.

      4.  Conscripts (replace Salvage)
      The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped.
      During your mobilize new units phase, you may place one of your infantry for free in any red territory if you control it. This free unit is in addition to the group of units you just purchased.

      5.  Katyusha Rockets (replace Lend-Lease)
      The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.
      During the first cycle of combat only, on attack, your artillery fire in the opening fire step of combat. Any cassualties destroyed are removed from play, with no chance to counter-attack. In succeeding cycles of combat, your artillery hit normally.

      6.  Trans-Siberian Railway
      The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
      In the noncombat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R.

      Germany National Advantages

      1.  U-Boat Program (replace U-Boat Interdiction)
      Determined to undermine the Allies’ supply chain, Germany eventually endorsed a program of shipbuilding. As a result a fleet of U-boats were built in an attempt to starve Britain.
      Your submarines now cost 6 IPC’s.

      2.  Atlantic Wall
      The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain.
      During any amphibious assault against a gray territory, all your infantry defend on a 3 during the first cycle of combat.

      3.  Panzergrenadiers (replace Panzerblitz)
      During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
      Each of your tanks give one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

      4.  Wolf Packs (revised)
      Wolf Packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there was another nearby.
      Your submarines attack on a 3 (4 if you have the Super Submarines development) if there is more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this National Advantage. The submarines may come from different sea zones, but they must attack the same sea zone.

      5.  Blitzkrieg (replace Luftwaffe Dive-Bombers)
      German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
      When a fighter attacks along with a tank, their attack increases to 4 respectively. This pairing is on a one-to-one basis. The increased attack ability is for the first cycle of combat only and is cancelled if defending fighters are present.

      6.  Fortress Europe
      By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoints on key terrain in Europe .
      Your artillery in gray territories defends on a 3.

      United Kingdom National Advantages

      1.  Radar
      Britain’s radar alerted it to the threat of German planes crossing the channel.
      UK owned antiaircraft guns in tan territories hit air units on a roll of 1 or 2.

      2.  Joint Strike
      The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
      Once during the game at the start of a round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. Weapons developments or national advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

      3.  Enigma Decoded
      Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
      Once per game, when Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly sea zone being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a sea zone being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

      4.  Commonwealth Troops (replace Mideast Oil)
      The British Commonwealth Troops served in all theatres in World War II - from Europe to North Africa to South-East Asia.
      During your mobilize new units phase, you may place one of your infantry for free in any tan territory with an income value higher than 1 IPC if you control it. If the teritory contains an industrial complex, you can mobilize nomore units than the income value of that territory.

      5.  French Resistance
      France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
      Once per game, if the Allies control Western Europe, you may place three of your infantry there for free during the mobilize new units phase of your turn.

      6.  Colonial Garrison
      World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
      You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

      Japan National Advantages

      1.  Tokyo Express
      The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
      Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do.

      2.  Kamikaze Attacks (revised)
      A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
      You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty (no fighters or bombers are needed or wasted). Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

      3.  Long Lance Torpedoes (replace Kaiten Torpedoes)
      The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
      During the first cycle of combat only (both attack and defense qualify) your destroyers fire in the opening fire step of combat. Any cassualties destroyed are removed from play, with no chance to counter-attack. In succeeding cycles of combat, your destroyers fire in the attacking units fire or defending units fire step of combat. This special ability is cancelled if enemy fighters are present.

      4.  Yamato Class Battleships (replace Lightning Assaults)
      Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
      Your battleships attack (imply shore bombardment) and defend on 5.

      5.  Dug-In Defenses (revised)
      The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tacic included bunkers and pillboxes connected by tunnels.
      All your infantry on islands are immune to shore bombardment and defend on a 3.

      6.  Banzai Attacks
      A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
      When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.

      United States National Advantages

      1.  Lend-Lease Program (replace Island Bases)
      During World War II, the U.S. military began administrating what became known as the “lend-lease program”. In this program, the U.S. gifted its allies with an array of military equipment and munitions, including ships.
      During your mobilize new units phase, you can convert any U.S. units to equivalent U.K. or Soviet units. The conversion can only take place on an allied territory or in a sea zone adjacent to an allied territory containing an industrial complex. Remove the all affected units from play and replace them with the same unit of your allys´ color.

      2.  Chinese Divisions
      The Chinese had three hundred divisions in 1942. President Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them.
      During your mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, or Kwangtung. This free unit is in addition to the group of units you just purchased.

      3.  Marines
      “Send in the Marines!” was a popular U.S. rallying cry in World War II.
      Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.

      4.  Mechanized Infantry
      With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
      Your infantry have a move of 2 and may blitz as tanks do.

      5.  Liberty Ship Program (replace Fast Carriers)
      In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program.
      Your transports now cost 6 IPC’s.

      6.  Superfortresses (revised)
      The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
      Your bombers roll one additional die each when conducting a strategic bombing raid.

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @Afrika:

      However, IF the fighters are in Germany, Then UK doesn’t even bother landing in France I just take Germany when I am ready and build up a landing so that you can’t move all units built out of the capital in the meantime, which helps Russia immensely.

      Nice try! UK invade Germany , hmmm…. That will only happen late in the game, turn 5 or 6, when anything might have happened. Like Russia have fallen or UK are so crippled by lost territories (IPCs), that Germany could counter that attackwith a stack of inf and fighters. Hard to see the future is…and you are so full of bull! :-P

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
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